rabidus-test/Assets/BNG Framework/Scripts/UI/VRKeyboard.cs

139 lines
4.4 KiB
C#

using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
namespace BNG {
public class VRKeyboard : MonoBehaviour {
public UnityEngine.UI.InputField AttachedInputField;
public bool UseShift = false;
[Header("Sound FX")]
public AudioClip KeyPressSound;
List<VRKeyboardKey> KeyboardKeys;
void Awake() {
KeyboardKeys = transform.GetComponentsInChildren<VRKeyboardKey>().ToList();
}
public void PressKey(string key) {
if(AttachedInputField != null) {
UpdateInputField(key);
}
else {
Debug.Log("Pressed Key : " + key);
}
}
public void UpdateInputField(string key) {
string currentText = AttachedInputField.text;
int caretPosition = AttachedInputField.caretPosition;
int textLength = currentText.Length;
bool caretAtEnd = AttachedInputField.isFocused == false || caretPosition == textLength;
// Formatted key based on short names
string formattedKey = key;
if (key.ToLower() == "space") {
formattedKey = " ";
}
// Find KeyCode Sequence
if (formattedKey.ToLower() == "backspace") {
// At beginning of line - nothing to back into
if(caretPosition == 0) {
PlayClickSound(); // Still play the click sound
return;
}
currentText = currentText.Remove(caretPosition - 1, 1);
if(!caretAtEnd) {
MoveCaretBack();
}
}
else if (formattedKey.ToLower() == "enter") {
// Debug.Log("Pressed Enter");
// UnityEngine.EventSystems.ExecuteEvents.Execute(AttachedInputField.gameObject, null, UnityEngine.EventSystems.ExecuteEvents.submitHandler);
}
else if (formattedKey.ToLower() == "shift") {
ToggleShift();
}
else {
// Simply append the text to the end
if(caretAtEnd) {
currentText += formattedKey;
MoveCaretUp();
}
else {
// Otherwise we need to figure out how to insert the text and where
string preText = "";
if (caretPosition > 0) {
preText = currentText.Substring(0, caretPosition);
}
MoveCaretUp();
string postText = currentText.Substring(caretPosition, textLength - preText.Length);
currentText = preText + formattedKey + postText;
}
}
// Apply the text change
AttachedInputField.text = currentText;
PlayClickSound();
// Keep Input Focused
if (!AttachedInputField.isFocused) {
AttachedInputField.Select();
}
}
public virtual void PlayClickSound() {
if(KeyPressSound != null) {
VRUtils.Instance.PlaySpatialClipAt(KeyPressSound, transform.position, 1f, 0.5f);
}
}
public void MoveCaretUp() {
StartCoroutine(IncreaseInputFieldCareteRoutine());
}
public void MoveCaretBack() {
StartCoroutine(DecreaseInputFieldCareteRoutine());
}
public void ToggleShift() {
UseShift = !UseShift;
foreach(var key in KeyboardKeys) {
if(key != null) {
key.ToggleShift();
}
}
}
IEnumerator IncreaseInputFieldCareteRoutine() {
yield return new WaitForEndOfFrame();
AttachedInputField.caretPosition = AttachedInputField.caretPosition + 1;
AttachedInputField.ForceLabelUpdate();
}
IEnumerator DecreaseInputFieldCareteRoutine() {
yield return new WaitForEndOfFrame();
AttachedInputField.caretPosition = AttachedInputField.caretPosition - 1;
AttachedInputField.ForceLabelUpdate();
}
public void AttachToInputField(UnityEngine.UI.InputField inputField) {
AttachedInputField = inputField;
}
}
}