/// Credit Ben MacKinnon @Dover8 /// Sourced from - https://github.com/Dover8/Unity-UI-Extensions/tree/range-slider /// Usage: Extension of the standard slider. Two handles determine a low and high value between a Min and Max. /// Raises a UnityEvent passing the low and high values using System; using UnityEngine.Events; using UnityEngine.EventSystems; namespace UnityEngine.UI.Extensions { [AddComponentMenu("UI/Extensions/Range Slider", 34)] [ExecuteInEditMode] [RequireComponent(typeof(RectTransform))] public class RangeSlider : Selectable, IDragHandler, IInitializePotentialDragHandler, ICanvasElement { [Serializable] public class RangeSliderEvent : UnityEvent { } [SerializeField] private RectTransform m_FillRect; public RectTransform FillRect { get { return m_FillRect; } set { if (SetClass(ref m_FillRect, value)) { UpdateCachedReferences(); UpdateVisuals(); } } } [SerializeField] private RectTransform m_LowHandleRect; public RectTransform LowHandleRect { get { return m_LowHandleRect; } set { if (SetClass(ref m_LowHandleRect, value)) { UpdateCachedReferences(); UpdateVisuals(); } } } [SerializeField] private RectTransform m_HighHandleRect; public RectTransform HighHandleRect { get { return m_HighHandleRect; } set { if (SetClass(ref m_HighHandleRect, value)) { UpdateCachedReferences(); UpdateVisuals(); } } } [Space] [SerializeField] private float m_MinValue = 0; public float MinValue { get { return m_MinValue; } set { if (SetStruct(ref m_MinValue, value)) { SetLow(m_LowValue); SetHigh(m_HighValue); UpdateVisuals(); } } } [SerializeField] private float m_MaxValue = 1; public float MaxValue { get { return m_MaxValue; } set { if (SetStruct(ref m_MaxValue, value)) { SetLow(m_LowValue); SetHigh(m_HighValue); UpdateVisuals(); } } } [SerializeField] private bool m_WholeNumbers = false; public bool WholeNumbers { get { return m_WholeNumbers; } set { if (SetStruct(ref m_WholeNumbers, value)) { SetLow(m_LowValue); SetHigh(m_HighValue); UpdateVisuals(); } } } [SerializeField] private float m_LowValue; public virtual float LowValue { get { if (WholeNumbers) { return Mathf.Round(m_LowValue); } return m_LowValue; } set { SetLow(value); } } public float NormalizedLowValue { get { if (Mathf.Approximately(MinValue, MaxValue)) { return 0; } return Mathf.InverseLerp(MinValue, MaxValue, LowValue); } set { this.LowValue = Mathf.Lerp(MinValue, MaxValue, value); } } [SerializeField] private float m_HighValue; public virtual float HighValue { get { if (WholeNumbers) { return Mathf.Round(m_HighValue); } return m_HighValue; } set { SetHigh(value); } } public float NormalizedHighValue { get { if (Mathf.Approximately(MinValue, MaxValue)) { return 0; } return Mathf.InverseLerp(MinValue, MaxValue, HighValue); } set { this.HighValue = Mathf.Lerp(MinValue, MaxValue, value); } } /// /// Set the value of the slider without invoking onValueChanged callback. /// /// The new value for the slider. public virtual void SetValueWithoutNotify(float low, float high) { SetLow(low, false); SetHigh(high, false); } [Space] [SerializeField] private RangeSliderEvent m_OnValueChanged = new RangeSliderEvent(); public RangeSliderEvent OnValueChanged { get { return m_OnValueChanged; } set { m_OnValueChanged = value; } } // Private fields /// /// An Enum that says in what state we and interacting with the slider /// private enum InteractionState { Low, High, Bar, None } private InteractionState interactionState = InteractionState.None; private Image m_FillImage; private Transform m_FillTransform; private RectTransform m_FillContainerRect; private Transform m_HighHandleTransform; private RectTransform m_HighHandleContainerRect; private Transform m_LowHandleTransform; private RectTransform m_LowHandleContainerRect; // The offset from handle position to mouse down position private Vector2 m_LowOffset = Vector2.zero; // The offset from handle position to mouse down position private Vector2 m_HighOffset = Vector2.zero; private DrivenRectTransformTracker m_Tracker; // This "delayed" mechanism is required for case 1037681. private bool m_DelayedUpdateVisuals = false; // Size of each step. float StepSize { get { return WholeNumbers ? 1 : (MaxValue - MinValue) * 0.1f; } } protected RangeSlider() { } #if UNITY_EDITOR protected override void OnValidate() { base.OnValidate(); if (WholeNumbers) { m_MinValue = Mathf.Round(m_MinValue); m_MaxValue = Mathf.Round(m_MaxValue); } if (IsActive()) { UpdateCachedReferences(); SetLow(m_LowValue, false); SetHigh(m_HighValue, false); //Update rects 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 public virtual void Rebuild(CanvasUpdate executing) { #if UNITY_EDITOR if (executing == CanvasUpdate.Prelayout) { OnValueChanged.Invoke(LowValue, HighValue); } #endif } /// /// See ICanvasElement.LayoutComplete /// public virtual void LayoutComplete() { } /// /// See ICanvasElement.GraphicUpdateComplete /// public virtual void GraphicUpdateComplete() { } public static bool SetClass(ref T currentValue, T newValue) where T : class { if ((currentValue == null && newValue == null) || (currentValue != null && currentValue.Equals(newValue))) return false; currentValue = newValue; return true; } public static bool SetStruct(ref T currentValue, T newValue) where T : struct { if (currentValue.Equals(newValue)) return false; currentValue = newValue; return true; } protected override void OnEnable() { base.OnEnable(); UpdateCachedReferences(); SetLow(LowValue, false); SetHigh(HighValue, false); // Update rects since they need to be initialized correctly. UpdateVisuals(); } protected override void OnDisable() { m_Tracker.Clear(); base.OnDisable(); } /// /// Update the rect based on the delayed update visuals. /// Got around issue of calling sendMessage from onValidate. /// protected virtual void Update() { if (m_DelayedUpdateVisuals) { m_DelayedUpdateVisuals = false; UpdateVisuals(); } } protected override void OnDidApplyAnimationProperties() { base.OnDidApplyAnimationProperties(); } void UpdateCachedReferences() { if (m_FillRect && m_FillRect != (RectTransform)transform) { m_FillTransform = m_FillRect.transform; m_FillImage = m_FillRect.GetComponent(); if (m_FillTransform.parent != null) m_FillContainerRect = m_FillTransform.parent.GetComponent(); } else { m_FillRect = null; m_FillContainerRect = null; m_FillImage = null; } if (m_HighHandleRect && m_HighHandleRect != (RectTransform)transform) { m_HighHandleTransform = m_HighHandleRect.transform; if (m_HighHandleTransform.parent != null) m_HighHandleContainerRect = m_HighHandleTransform.parent.GetComponent(); } else { m_HighHandleRect = null; m_HighHandleContainerRect = null; } if (m_LowHandleRect && m_LowHandleRect != (RectTransform)transform) { m_LowHandleTransform = m_LowHandleRect.transform; if (m_LowHandleTransform.parent != null) { m_LowHandleContainerRect = m_LowHandleTransform.parent.GetComponent(); } } else { m_LowHandleRect = null; m_LowHandleContainerRect = null; } } void SetLow(float input) { SetLow(input, true); } protected virtual void SetLow(float input, bool sendCallback) { // Clamp the input float newValue = Mathf.Clamp(input, MinValue, HighValue); //clamp between min and High if (WholeNumbers) { newValue = Mathf.Round(newValue); } // If the stepped value doesn't match the last one, it's time to update if (m_LowValue == newValue) return; m_LowValue = newValue; UpdateVisuals(); if (sendCallback) { UISystemProfilerApi.AddMarker("RangeSlider.lowValue", this); m_OnValueChanged.Invoke(newValue, HighValue); } } void SetHigh(float input) { SetHigh(input, true); } protected virtual void SetHigh(float input, bool sendCallback) { // Clamp the input float newValue = Mathf.Clamp(input, LowValue, MaxValue); //clamp between min and High if (WholeNumbers) { newValue = Mathf.Round(newValue); } // If the stepped value doesn't match the last one, it's time to update if (m_HighValue == newValue) return; m_HighValue = newValue; UpdateVisuals(); if (sendCallback) { UISystemProfilerApi.AddMarker("RangeSlider.highValue", this); m_OnValueChanged.Invoke(LowValue, newValue); } } 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(); } // Force-update the slider. 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_FillContainerRect != null) { m_Tracker.Add(this, m_FillRect, DrivenTransformProperties.Anchors); Vector2 anchorMin = Vector2.zero; Vector2 anchorMax = Vector2.one; //this is where some new magic must happen. Slider just uses a filled image //and changes the % of fill. We must move the image anchors to be between the two handles. anchorMin[0] = NormalizedLowValue; anchorMax[0] = NormalizedHighValue; m_FillRect.anchorMin = anchorMin; m_FillRect.anchorMax = anchorMax; } if (m_LowHandleContainerRect != null) { m_Tracker.Add(this, m_LowHandleRect, DrivenTransformProperties.Anchors); Vector2 anchorMin = Vector2.zero; Vector2 anchorMax = Vector2.one; anchorMin[0] = anchorMax[0] = NormalizedLowValue; m_LowHandleRect.anchorMin = anchorMin; m_LowHandleRect.anchorMax = anchorMax; } if (m_HighHandleContainerRect != null) { m_Tracker.Add(this, m_HighHandleRect, DrivenTransformProperties.Anchors); Vector2 anchorMin = Vector2.zero; Vector2 anchorMax = Vector2.one; anchorMin[0] = anchorMax[0] = NormalizedHighValue; m_HighHandleRect.anchorMin = anchorMin; m_HighHandleRect.anchorMax = anchorMax; } } // Update the slider's position based on the mouse. void UpdateDrag(PointerEventData eventData, Camera cam) { //this needs to differ from slider in that we have two handles, and need to move the right one. //and if it was neither handle, we will have a seperate case where both handles move uniformly //moving the entire range //this is where we use our interationState switch (interactionState) { case InteractionState.Low: NormalizedLowValue = CalculateDrag(eventData, cam, m_LowHandleContainerRect, m_LowOffset); break; case InteractionState.High: NormalizedHighValue = CalculateDrag(eventData, cam, m_HighHandleContainerRect, m_HighOffset); break; case InteractionState.Bar: //special case CalculateBarDrag(eventData, cam); break; case InteractionState.None: break; } } private float CalculateDrag(PointerEventData eventData, Camera cam, RectTransform containerRect, Vector2 offset) { RectTransform clickRect = containerRect ?? m_FillContainerRect; if (clickRect != null && clickRect.rect.size[0] > 0) { Vector2 localCursor; if (!RectTransformUtility.ScreenPointToLocalPointInRectangle(clickRect, eventData.position, cam, out localCursor)) { return 0f; } localCursor -= clickRect.rect.position; float val = Mathf.Clamp01((localCursor - offset)[0] / clickRect.rect.size[0]); return val; } return 0; } private void CalculateBarDrag(PointerEventData eventData, Camera cam) { RectTransform clickRect = m_FillContainerRect; if (clickRect != null && clickRect.rect.size[0] > 0) { Vector2 localCursor; if (!RectTransformUtility.ScreenPointToLocalPointInRectangle(clickRect, eventData.position, cam, out localCursor)) { return; } localCursor -= clickRect.rect.position; //now we need to get the delta drag on the bar //and move both the normalized low and high values by this amount //but also check that neither is going beyond the bounds if (NormalizedLowValue >= 0 && NormalizedHighValue <= 1) { //find the mid point on the current bar float mid = (NormalizedHighValue + NormalizedLowValue)/2; //find where the new mid point should be float val = Mathf.Clamp01((localCursor)[0] / clickRect.rect.size[0]); //calculate the delta float delta = val - mid; //check the clamp range if (NormalizedLowValue + delta < 0) { delta = -NormalizedLowValue; } else if (NormalizedHighValue + delta > 1) { delta = 1 - NormalizedHighValue; } //adjust both ends NormalizedLowValue += delta; NormalizedHighValue += delta; } } } private bool MayDrag(PointerEventData eventData) { return IsActive() && IsInteractable() && eventData.button == PointerEventData.InputButton.Left; } public override void OnPointerDown(PointerEventData eventData) { if (!MayDrag(eventData)) return; //HANDLE DRAG EVENTS m_LowOffset = m_HighOffset = Vector2.zero; Vector2 localMousePos; if (m_HighHandleRect != null && RectTransformUtility.RectangleContainsScreenPoint(m_HighHandleRect, eventData.position, eventData.enterEventCamera)) { //dragging the high value handle if (RectTransformUtility.ScreenPointToLocalPointInRectangle(m_HighHandleRect, eventData.position, eventData.pressEventCamera, out localMousePos)) { m_HighOffset = localMousePos; } interactionState = InteractionState.High; if (transition == Transition.ColorTint) { targetGraphic = m_HighHandleRect.GetComponent(); } } else if (m_LowHandleRect != null && RectTransformUtility.RectangleContainsScreenPoint(m_LowHandleRect, eventData.position, eventData.enterEventCamera)) { //dragging the low value handle if (RectTransformUtility.ScreenPointToLocalPointInRectangle(m_LowHandleRect, eventData.position, eventData.pressEventCamera, out localMousePos)) { m_LowOffset = localMousePos; } interactionState = InteractionState.Low; if (transition == Transition.ColorTint) { targetGraphic = m_LowHandleRect.GetComponent(); } } else { //outside the handles, move the entire slider along UpdateDrag(eventData, eventData.pressEventCamera); interactionState = InteractionState.Bar; if (transition == Transition.ColorTint) { targetGraphic = m_FillImage; } } base.OnPointerDown(eventData); } public virtual void OnDrag(PointerEventData eventData) { if (!MayDrag(eventData)) { return; } UpdateDrag(eventData, eventData.pressEventCamera); } public override void OnPointerUp(PointerEventData eventData) { base.OnPointerUp(eventData); interactionState = InteractionState.None; } public override void OnMove(AxisEventData eventData) { //this requires further investigation } public virtual void OnInitializePotentialDrag(PointerEventData eventData) { eventData.useDragThreshold = false; } } }