rabidus-test/Assets/CurvedUI/Scripts/CurvedUIInputFieldCaret.cs

211 lines
7.5 KiB
C#

using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using UnityEngine.EventSystems;
namespace CurvedUI
{
#if !UNITY_5_1 && !UNITY_5_2
/// <summary>
/// Creates a recttransform caret with image component that can be curved with curvedUI. Hides inputfield's original caret.
/// </summary>
public class CurvedUIInputFieldCaret : MonoBehaviour, ISelectHandler, IDeselectHandler
{
//references
InputField myField;
RectTransform myCaret;
Color origCaretColor;
Color origSelectionColor;
//variables
bool selected = false;
bool selectingText = false;
//settings
int lastCharDist = 2;
void Awake()
{
myField = this.GetComponent<InputField>();
}
void Update()
{
//only update the caret's position when the field is selected.
if (selected)
UpdateCaret();
}
/// <summary>
/// On select, set the caret active and start blinker coroutine.
/// </summary>
/// <param name="eventData"></param>
public void OnSelect(BaseEventData eventData)
{
if (myCaret == null)
CreateCaret();
selected = true;
myCaret.gameObject.SetActive(true);
StartCoroutine(CaretBlinker());
}
/// <summary>
/// Hide the caret on deselect.
/// </summary>
/// <param name="eventData"></param>
public void OnDeselect(BaseEventData eventData)
{
selected = false;
myCaret.gameObject.SetActive(false);
}
/// <summary>
/// Simple blinker. Blinks the caret if inputfield is selected and user is not selecting text.
/// </summary>
/// <returns></returns>
IEnumerator CaretBlinker()
{
while (selected)
{
myCaret.gameObject.SetActive(selectingText ? true : !myCaret.gameObject.activeSelf);
yield return new WaitForSeconds(0.5f / (float)myField.caretBlinkRate);
}
}
void CreateCaret()
{
//lets create a curvedui caret and copy the settings from our input field
GameObject go = new GameObject("CurvedUICaret");
go.AddComponent<RectTransform>();
go.AddComponent<Image>();
go.AddComponent<CurvedUIVertexEffect>();
go.transform.SetParent(this.transform);
go.transform.localScale = Vector3.one;
(go.transform as RectTransform).anchoredPosition3D = Vector3.zero;
//(go.transform as RectTransform).pivot = new Vector2(0, 0.5f);
(go.transform as RectTransform).pivot = new Vector2(0, 1.0f);
go.GetComponent<Image>().color = myField.caretColor;
myCaret = go.transform as RectTransform;
go.transform.SetAsFirstSibling();
//save original color and hide the original caret
myField.customCaretColor = true;
origCaretColor = myField.caretColor;
myField.caretColor = new Color(0, 0, 0, 0);
origSelectionColor = myField.selectionColor;
myField.selectionColor = new Color(0, 0, 0, 0);
go.gameObject.SetActive(false);
}
void UpdateCaret()
{
if (myCaret == null)
CreateCaret();
//Debug.Log("caret:" + myField.caretPosition + " / focus:"+ myField.selectionFocusPosition + " / anchor:" + myField.selectionAnchorPosition + " / charc:" + myField.textComponent.cachedTextGenerator.characterCount + " / charvis:" + myField.textComponent.cachedTextGenerator.characterCountVisible);
Vector2 newCaretPos = GetLocalPositionInText(myField.caretPosition);
//RectTransform originalCaret = (RectTransform)myField.transform.FindChild(myField.name + " Input Caret");
if (myField.selectionFocusPosition != myField.selectionAnchorPosition) // user is selecting text is those two are not equal.
{
selectingText = true;
Vector2 selectionSize = new Vector2(
GetLocalPositionInText(myField.selectionAnchorPosition).x - GetLocalPositionInText(myField.selectionFocusPosition).x,
GetLocalPositionInText(myField.selectionAnchorPosition).y - GetLocalPositionInText(myField.selectionFocusPosition).y
);
newCaretPos = selectionSize.x < 0 ? GetLocalPositionInText(myField.selectionAnchorPosition) : GetLocalPositionInText(myField.selectionFocusPosition);
selectionSize = new Vector2(Mathf.Abs(selectionSize.x), Mathf.Abs(selectionSize.y) + myField.textComponent.fontSize);
myCaret.sizeDelta = new Vector2(selectionSize.x, selectionSize.y);
myCaret.anchoredPosition = newCaretPos;
myCaret.GetComponent<Image>().color = origSelectionColor;
}
else { // user is not selecting text, just update the caret position.
selectingText = false;
//myCaret.sizeDelta = new Vector2(myField.caretWidth, originalCaret == null ? 10 : originalCaret.rect.height);
myCaret.sizeDelta = new Vector2(myField.caretWidth, myField.textComponent.fontSize);
myCaret.anchoredPosition = newCaretPos;
myCaret.GetComponent<Image>().color = origCaretColor;
}
}
/// <summary>
/// Returns the position in inputfield's rectransform local space, based on character position in text. Pretty neat actually.
/// </summary>
/// <param name="charNo"></param>
/// <returns></returns>
Vector2 GetLocalPositionInText(int charNo)
{
if (myField.isFocused)
{
TextGenerator gen = myField.textComponent.cachedTextGenerator;
if (charNo > gen.characterCount - 1) //do not go over the text length.
charNo = gen.characterCount - 1;
if (charNo > 0)
{
UICharInfo charInfo = gen.characters[charNo - 1];
float x = (charInfo.cursorPos.x + charInfo.charWidth) / myField.textComponent.pixelsPerUnit + lastCharDist;
float y = (charInfo.cursorPos.y) / myField.textComponent.pixelsPerUnit;
return new Vector2(x, y);
}
else {
UICharInfo charInfo = gen.characters[charNo];
float x = (charInfo.cursorPos.x) / myField.textComponent.pixelsPerUnit;
float y = (charInfo.cursorPos.y) / myField.textComponent.pixelsPerUnit;
return new Vector2(x, y);
}
}
else return Vector2.zero; // field not focused, return 0,0
}
#region SETTERS AND GETTERS
public Color CaretColor {
get { return origCaretColor; }
set { origCaretColor = value; }
}
public Color SelectionColor {
get { return origSelectionColor; }
set { origSelectionColor = value; }
}
public float CaretBlinkRate {
get { return myField.caretBlinkRate; }
set { myField.caretBlinkRate = value; }
}
#endregion
#else
public class CurvedUIInputFieldCaret : MonoBehaviour
{
//Unity before 5.3 does not contain methods necessary to curve the input field caret without changing original script.
#endif
}
}