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- <?xml version="1.0"?>
- <doc>
- <assembly>
- <name>BeatSaberCustomUI</name>
- </assembly>
- <members>
- <member name="M:CustomUI.BeatSaber.BeatSaberUI.DisplayKeyboard(System.String,System.String,System.Action{System.String},System.Action{System.String},System.Action)">
- <summary>
- Display a keyboard interface to accept user input.
- </summary>
- <param name="title">The title to be displayed above the keyboard.</param>
- <param name="initialValue">The starting value of the keyboard.</param>
- <param name="TextChangedEvent">Callback when the text is modified by the user (when any key is pressed basically).</param>
- <param name="TextEntrySuccessEvent">Callback when the user successfully submits the changed text.</param>
- <param name="TextEntryCancelledEvent">Callback when the user presses the cancel button.</param>
- <returns></returns>
- </member>
- <member name="M:CustomUI.BeatSaber.BeatSaberUI.CreateUIButton(UnityEngine.RectTransform,System.String,UnityEngine.Vector2,UnityEngine.Vector2,UnityEngine.Events.UnityAction,System.String,UnityEngine.Sprite)">
- <summary>
- Creates a copy of a template button and returns it.
- </summary>
- <param name="parent">The transform to parent the button to.</param>
- <param name="buttonTemplate">The name of the button to make a copy of. Example: "QuitButton", "PlayButton", etc.</param>
- <param name="anchoredPosition">The position the button should be anchored to.</param>
- <param name="sizeDelta">The size of the buttons RectTransform.</param>
- <param name="onClick">Callback for when the button is pressed.</param>
- <param name="buttonText">The text that should be shown on the button.</param>
- <param name="icon">The icon that should be shown on the button.</param>
- <returns>The newly created button.</returns>
- </member>
- <member name="M:CustomUI.BeatSaber.BeatSaberUI.CreateUIButton(UnityEngine.RectTransform,System.String,UnityEngine.Vector2,UnityEngine.Events.UnityAction,System.String,UnityEngine.Sprite)">
- <summary>
- Creates a copy of a template button and returns it.
- </summary>
- <param name="parent">The transform to parent the button to.</param>
- <param name="buttonTemplate">The name of the button to make a copy of. Example: "QuitButton", "PlayButton", etc.</param>
- <param name="anchoredPosition">The position the button should be anchored to.</param>
- <param name="onClick">Callback for when the button is pressed.</param>
- <param name="buttonText">The text that should be shown on the button.</param>
- <param name="icon">The icon that should be shown on the button.</param>
- <returns>The newly created button.</returns>
- </member>
- <member name="M:CustomUI.BeatSaber.BeatSaberUI.CreateUIButton(UnityEngine.RectTransform,System.String,UnityEngine.Events.UnityAction,System.String,UnityEngine.Sprite)">
- <summary>
- Creates a copy of a template button and returns it.
- </summary>
- <param name="parent">The transform to parent the button to.</param>
- <param name="buttonTemplate">The name of the button to make a copy of. Example: "QuitButton", "PlayButton", etc.</param>
- <param name="onClick">Callback for when the button is pressed.</param>
- <param name="buttonText">The text that should be shown on the button.</param>
- <param name="icon">The icon that should be shown on the button.</param>
- <returns>The newly created button.</returns>
- </member>
- <member name="M:CustomUI.BeatSaber.BeatSaberUI.CreateBackButton(UnityEngine.RectTransform,UnityEngine.Events.UnityAction)">
- <summary>
- Creates a copy of a back button.
- </summary>
- <param name="parent">The transform to parent the new button to.</param>
- <param name="onClick">Callback for when the button is pressed.</param>
- <returns>The newly created back button.</returns>
- </member>
- <member name="M:CustomUI.BeatSaber.BeatSaberUI.CreateViewController``1">
- <summary>
- Creates a VRUIViewController of type T, and marks it to not be destroyed.
- </summary>
- <typeparam name="T">The variation of VRUIViewController you want to create.</typeparam>
- <returns>The newly created VRUIViewController of type T.</returns>
- </member>
- <member name="M:CustomUI.BeatSaber.BeatSaberUI.CreateCustomMenu``1(System.String)">
- <summary>
- Creates a CustomMenu, which is basically a custom panel that handles UI transitions for you automatically.
- </summary>
- <typeparam name="T">The type of CustomMenu to instantiate.</typeparam>
- <param name="title">The title of the new CustomMenu.</param>
- <returns>The newly created CustomMenu of type T.</returns>
- </member>
- <member name="M:CustomUI.BeatSaber.BeatSaberUI.CreateLoadingSpinner(UnityEngine.Transform)">
- <summary>
- Creates a loading spinner.
- </summary>
- <param name="parent">The transform to parent the new loading spinner to.</param>
- <returns>The newly created loading spinner.</returns>
- </member>
- <member name="M:CustomUI.BeatSaber.BeatSaberUI.CreateText(UnityEngine.RectTransform,System.String,UnityEngine.Vector2)">
- <summary>
- Creates a TextMeshProUGUI component.
- </summary>
- <param name="parent">Thet ransform to parent the new TextMeshProUGUI component to.</param>
- <param name="text">The text to be displayed.</param>
- <param name="anchoredPosition">The position the button should be anchored to.</param>
- <returns>The newly created TextMeshProUGUI component.</returns>
- </member>
- <member name="M:CustomUI.BeatSaber.BeatSaberUI.CreateText(UnityEngine.RectTransform,System.String,UnityEngine.Vector2,UnityEngine.Vector2)">
- <summary>
- Creates a TextMeshProUGUI component.
- </summary>
- <param name="parent">Thet transform to parent the new TextMeshProUGUI component to.</param>
- <param name="text">The text to be displayed.</param>
- <param name="anchoredPosition">The position the text component should be anchored to.</param>
- <param name="sizeDelta">The size of the text components RectTransform.</param>
- <returns>The newly created TextMeshProUGUI component.</returns>
- </member>
- <member name="M:CustomUI.BeatSaber.BeatSaberUI.AddHintText(UnityEngine.RectTransform,System.String)">
- <summary>
- Adds hint text to any component that handles pointer events.
- </summary>
- <param name="parent">Thet transform to parent the new HoverHint component to.</param>
- <param name="text">The text to be displayed on the HoverHint panel.</param>
- <returns>The newly created HoverHint component.</returns>
- </member>
- <member name="M:CustomUI.BeatSaber.BeatSaberUI.CreateUISlider(UnityEngine.Transform,System.Single,System.Single,System.Single,System.Boolean,UnityEngine.Events.UnityAction{System.Single})">
- <summary>
- Creates a custom slider.
- </summary>
- <param name="parent">Thet transform to parent the new slider component to.</param>
- <param name="min">The minimum value of the slider.</param>
- <param name="max">The maximum value of the slider.</param>
- <param name="increment">The amount to increment the slider by.</param>
- <param name="intValues">True if the value represented by the slider is an int, false if it's a float.</param>
- <param name="onValueChanged">Callback when the sliders value changes.</param>
- <returns></returns>
- </member>
- <member name="M:CustomUI.BeatSaber.BeatSaberUI.CreateColorPicker(UnityEngine.RectTransform,UnityEngine.Vector2,UnityEngine.Vector2)">
- <summary>
- Creates a color picker.
- </summary>
- <param name="parent">Thet transform to parent the new color picker to.</param>
- <param name="anchoredPosition">The position the color picker should be anchored to.</param>
- <param name="sizeDelta">The size of the color picker's RectTransform.</param>
- <returns></returns>
- </member>
- <member name="M:CustomUI.BeatSaber.BeatSaberUI.CreateTextSegmentedControl(UnityEngine.RectTransform,UnityEngine.Vector2,UnityEngine.Vector2,UnityEngine.Events.UnityAction{System.Int32},System.Single,System.Single)">
- <summary>
- Creates a custom TextSegmentedControl component.
- </summary>
- <param name="parent">Thet transform to parent the new TextSegmentedControl component to.</param>
- <param name="anchoredPosition">The position the TextSegmentedControl component should be anchored to.</param>
- <param name="sizeDelta">The size of the TextSegmentedControl component RectTransform.</param>
- <param name="onValueChanged">Callback when the user clicks on one of the segments.</param>
- <param name="fontSize">Size of text in segments.</param>
- <param name="padding">Size of padding in segments.</param>
- <returns>The newly created TextSegmentedControl component.</returns>
- </member>
- <member name="M:CustomUI.BeatSaber.BeatSaberUI.CreateIconSegmentedControl(UnityEngine.RectTransform,UnityEngine.Vector2,UnityEngine.Vector2,UnityEngine.Events.UnityAction{System.Int32})">
- <summary>
- Creates a custom IconSegmentedControl component.
- </summary>
- <param name="parent">Thet transform to parent the new IconSegmentedControl component to.</param>
- <param name="anchoredPosition">The position the IconSegmentedControl component should be anchored to.</param>
- <param name="sizeDelta">The size of the IconSegmentedControl component RectTransform.</param>
- <param name="onValueChanged">Callback when the user clicks on one of the segments.</param>
- <returns>The newly created IconSegmentedControl component.</returns>
- </member>
- <member name="F:CustomUI.BeatSaber.CustomFlowCoordinator.parentFlowCoordinator">
- <summary>
- The FlowCoordinator that presented this FlowCoordinator
- </summary>
- </member>
- <member name="F:CustomUI.BeatSaber.CustomFlowCoordinator.customPanel">
- <summary>
- The CustomMenu this FlowCoordinator is representing.
- </summary>
- </member>
- <member name="M:CustomUI.BeatSaber.CustomFlowCoordinator.Dismiss(System.Boolean)">
- <summary>
- Back out to the previous flow coordinator.
- </summary>
- <param name="immediately">If set to true, no animation will be shown and the transition will be instant.</param>
- </member>
- <member name="M:CustomUI.BeatSaber.CustomFlowCoordinator.Dismiss">
- <summary>
- Back out to the previous flow coordinator with an animation.
- </summary>
- </member>
- <member name="F:CustomUI.BeatSaber.CustomListViewController.includePageButtons">
- <summary>
- Whether or not to include a back button when the ViewController is activated.
- </summary>
- </member>
- <member name="F:CustomUI.BeatSaber.CustomListViewController._pageUpButton">
- <summary>
- A reference to the page up button, if it exists.
- </summary>
- </member>
- <member name="F:CustomUI.BeatSaber.CustomListViewController._pageDownButton">
- <summary>
- A reference to the page down button, if it exists.
- </summary>
- </member>
- <member name="F:CustomUI.BeatSaber.CustomListViewController._customListTableView">
- <summary>
- The TableView associated with the current CustomListViewController.
- </summary>
- </member>
- <member name="F:CustomUI.BeatSaber.CustomListViewController.Data">
- <summary>
- The data to be displayed in the table.
- </summary>
- </member>
- <member name="F:CustomUI.BeatSaber.CustomListViewController.DidSelectRowEvent">
- <summary>
- An event fired when the user selects a cell in the TableView.
- </summary>
- </member>
- <member name="F:CustomUI.BeatSaber.CustomListViewController.reuseIdentifier">
- <summary>
- The reuse identifier, which is used to recycle cells instead of instantiating new instances of them.
- </summary>
- </member>
- <member name="F:CustomUI.BeatSaber.CustomListViewController._songListTableCellInstance">
- <summary>
- The prefab used to instantiate new table cells.
- </summary>
- </member>
- <member name="M:CustomUI.BeatSaber.CustomListViewController.GetTableCell(System.Int32,System.Boolean)">
- <summary>
- Instantiates a new LevelListTableCell (or recycles an old one).
- </summary>
- <param name="row">This param does nothing, and was left in by mistake.</param>
- <param name="beatmapCharacteristicImages">If set to false, the BeatmapCharacteristicImages will be destroyed.</param>
- <returns></returns>
- </member>
- <member name="M:CustomUI.BeatSaber.CustomListViewController.GetTableCell(System.Boolean)">
- <summary>
- Instantiates a new LevelListTableCell (or recycles an old one).
- </summary>
- <param name="beatmapCharacteristicImages">If set to false, the BeatmapCharacteristicImages will be destroyed.</param>
- <returns></returns>
- </member>
- <member name="P:CustomUI.BeatSaber.CustomMenu.customFlowCoordinator">
- <summary>
- The CustomFlowCoordinator associated with this CustomMenu. This will not be populated if you have no main CustomViewController.
- </summary>
- </member>
- <member name="F:CustomUI.BeatSaber.CustomMenu.mainViewController">
- <summary>
- The main CustomViewController associated with this menu.
- </summary>
- </member>
- <member name="F:CustomUI.BeatSaber.CustomMenu.leftViewController">
- <summary>
- The left CustomViewController associated with this menu.
- </summary>
- </member>
- <member name="F:CustomUI.BeatSaber.CustomMenu.rightViewController">
- <summary>
- The right CustomViewController associated with this menu.
- </summary>
- </member>
- <member name="F:CustomUI.BeatSaber.CustomMenu.bottomViewController">
- <summary>
- The bottom CustomViewController associated with this menu.
- </summary>
- </member>
- <member name="M:CustomUI.BeatSaber.CustomMenu.SetMainViewController(CustomUI.BeatSaber.CustomViewController,System.Boolean,System.Action{System.Boolean,VRUI.VRUIViewController.ActivationType},System.Action{VRUI.VRUIViewController.DeactivationType})">
- <summary>
- Sets up the main CustomViewController.
- </summary>
- <param name="viewController">The viewcontroller to set.</param>
- <param name="includeBackButton">Whether or not to generate a back button.</param>
- <param name="DidActivate">Optional, a callback when the ViewController becomes active (when you open it).</param>
- <param name="DidDeactivate">Optional, a callback when the ViewController becomes inactive (when you close it).</param>
- </member>
- <member name="M:CustomUI.BeatSaber.CustomMenu.SetLeftViewController(CustomUI.BeatSaber.CustomViewController,System.Boolean,System.Action{System.Boolean,VRUI.VRUIViewController.ActivationType},System.Action{VRUI.VRUIViewController.DeactivationType})">
- <summary>
- Sets up the left CustomViewController.
- </summary>
- <param name="viewController">The viewcontroller to set.</param>
- <param name="includeBackButton">Whether or not to generate a back button.</param>
- <param name="DidActivate">Optional, a callback when the ViewController becomes active (when you open it).</param>
- <param name="DidDeactivate">Optional, a callback when the ViewController becomes inactive (when you close it).</param>
- </member>
- <member name="M:CustomUI.BeatSaber.CustomMenu.SetRightViewController(CustomUI.BeatSaber.CustomViewController,System.Boolean,System.Action{System.Boolean,VRUI.VRUIViewController.ActivationType},System.Action{VRUI.VRUIViewController.DeactivationType})">
- <summary>
- Sets up the right CustomViewController.
- </summary>
- <param name="viewController">The viewcontroller to set.</param>
- <param name="includeBackButton">Whether or not to generate a back button.</param>
- <param name="DidActivate">Optional, a callback when the ViewController becomes active (when you open it).</param>
- <param name="DidDeactivate">Optional, a callback when the ViewController becomes inactive (when you close it).</param>
- </member>
- <member name="M:CustomUI.BeatSaber.CustomMenu.SetBottomViewController(CustomUI.BeatSaber.CustomViewController,System.Boolean,System.Action{System.Boolean,VRUI.VRUIViewController.ActivationType},System.Action{VRUI.VRUIViewController.DeactivationType})">
- <summary>
- Sets up the bottom CustomViewController.
- </summary>
- <param name="viewController">The viewcontroller to set.</param>
- <param name="includeBackButton">Whether or not to generate a back button.</param>
- <param name="DidActivate">Optional, a callback when the ViewController becomes active (when you open it).</param>
- <param name="DidDeactivate">Optional, a callback when the ViewController becomes inactive (when you close it).</param>
- </member>
- <member name="M:CustomUI.BeatSaber.CustomMenu.Present(System.Boolean)">
- <summary>
- Opens the menu.
- </summary>
- <param name="immediately">If set to true, no animation will be shown and the transition will be instant.</param>
- <returns></returns>
- </member>
- <member name="M:CustomUI.BeatSaber.CustomMenu.Present">
- <summary>
- Opens the menu with an animation.
- </summary>
- </member>
- <member name="M:CustomUI.BeatSaber.CustomMenu.Dismiss(System.Boolean)">
- <summary>
- Closes the menu.
- </summary>
- <param name="immediately">If set to true, no animation will be shown and the transition will be instant.</param>
- </member>
- <member name="M:CustomUI.BeatSaber.CustomMenu.Dismiss">
- <summary>
- Closes the menu with an animation.
- </summary>
- </member>
- <member name="F:CustomUI.BeatSaber.CustomViewController.backButtonPressed">
- <summary>
- The event that's fired when the back button is pressed.
- </summary>
- </member>
- <member name="F:CustomUI.BeatSaber.CustomViewController._backButton">
- <summary>
- A reference to the current back button, if it exists.
- </summary>
- </member>
- <member name="F:CustomUI.BeatSaber.CustomViewController.includeBackButton">
- <summary>
- When set to true, a back button will be automatically generated.
- </summary>
- </member>
- <member name="F:CustomUI.BeatSaber.CustomViewController.DidActivateEvent">
- <summary>
- The event that's fired when the CustomViewController is activated (when you open it).
- </summary>
- </member>
- <member name="F:CustomUI.BeatSaber.CustomViewController.DidDeactivateEvent">
- <summary>
- The event that's fired when the CustomViewController is deactivated (when you close it).
- </summary>
- </member>
- <member name="M:CustomUI.BeatSaber.CustomViewController.ClearBackButtonCallbacks">
- <summary>
- Clears any back button callbacks.
- </summary>
- </member>
- <member name="M:CustomUI.UIElements.ColorPicker.SetPreviewColor(UnityEngine.Color)">
- <summary>
- Sets the <see cref="F:CustomUI.UIElements.ColorPicker.ColorPickerPreview"/> color while also updating all associated <see cref="T:CustomUI.UIElements.CustomSlider"/> components.
- </summary>
- <param name="color">The <see cref="T:UnityEngine.Color"/> to set the preview image</param>
- </member>
- <member name="M:CustomUI.UIElements.ColorPicker.GetSelectedColorFromImage(UnityEngine.EventSystems.PointerEventData,HMUI.Image)">
- <summary>
- Get the color of a sprite contained in an <see cref="T:HMUI.Image"/> on pointer click
- </summary>
- <param name="pointerData">The <see cref="T:UnityEngine.EventSystems.PointerEventData"/> given by OnPointerDown</param>
- <param name="image">The <see cref="T:HMUI.Image"/> instance</param>
- </member>
- <member name="M:CustomUI.UIElements.ColorPickerCore.Initialize(System.Action{UnityEngine.Color})">
- <summary>
- Initialize the <see cref="T:CustomUI.UIElements.ColorPickerCore"/> (should be called after assigning the <see cref="F:CustomUI.UIElements.ColorPickerCore.ColorPickerPreview"/> variable)
- </summary>
- </member>
- <member name="M:CustomUI.UIElements.ColorPickerCore.OnPointerDown(UnityEngine.EventSystems.PointerEventData)">
- <summary>
- Method called when the pointer is clicked inside the <see cref="T:CustomUI.UIElements.ColorPickerCore"/>
- </summary>
- <param name="eventData">Some informations about the pointer</param>
- </member>
- <member name="M:CustomUI.UIElements.ColorPickerCore.OnPointerUp(UnityEngine.EventSystems.PointerEventData)">
- <summary>
- Method called when the pointer is released inside the <see cref="T:CustomUI.UIElements.ColorPickerCore"/>
- </summary>
- <param name="eventData">Some informations about the pointer</param>
- </member>
- <member name="M:CustomUI.UIElements.ColorPickerCore.OnPointerExit(UnityEngine.EventSystems.PointerEventData)">
- <summary>
- Method called when the pointer is exiting the <see cref="T:CustomUI.UIElements.ColorPickerCore"/>
- </summary>
- <param name="eventData">Some informations about the pointer</param>
- </member>
- </members>
- </doc>
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