Browse Source

Redid menu to have a nav controller for better interaction

pull/11/head
Anairkoen Schno 5 years ago
parent
commit
75e9483b83
11 changed files with 679 additions and 37 deletions
  1. +12
    -2
      BSIPA-ModList/BSIPA-ModList.csproj
  2. +15
    -8
      BSIPA-ModList/Plugin.cs
  3. +58
    -0
      BSIPA-ModList/UI/ModListFlowCoordinator.cs
  4. +0
    -26
      BSIPA-ModList/UI/ModListMenu.cs
  5. +22
    -0
      BSIPA-ModList/UI/ViewControllers/BackButtonNavigationController.cs
  6. +14
    -0
      BSIPA-ModList/UI/ViewControllers/ModInfoViewController.cs
  7. +5
    -1
      BSIPA-ModList/UI/ViewControllers/ModListController.cs
  8. BIN
      Refs/UnityEngine.UI.dll
  9. BIN
      Refs/UnityEngine.UIModule.dll
  10. +548
    -0
      Refs/UnityEngine.UIModule.xml
  11. +5
    -0
      Refs/refs.txt

+ 12
- 2
BSIPA-ModList/BSIPA-ModList.csproj View File

@ -51,12 +51,22 @@
<HintPath>..\Refs\UnityEngine.CoreModule.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="UnityEngine.UI">
<HintPath>..\Refs\UnityEngine.UI.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="UnityEngine.UIModule">
<HintPath>..\Refs\UnityEngine.UIModule.dll</HintPath>
<Private>False</Private>
</Reference>
</ItemGroup>
<ItemGroup>
<Compile Include="Plugin.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
<Compile Include="UI\ModListController.cs" />
<Compile Include="UI\ModListMenu.cs" />
<Compile Include="UI\ModListFlowCoordinator.cs" />
<Compile Include="UI\ViewControllers\BackButtonNavigationController.cs" />
<Compile Include="UI\ViewControllers\ModInfoViewController.cs" />
<Compile Include="UI\ViewControllers\ModListController.cs" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\IPA.Loader\IPA.Loader.csproj">


+ 15
- 8
BSIPA-ModList/Plugin.cs View File

@ -5,6 +5,8 @@ using CustomUI.BeatSaber;
using BSIPA_ModList.UI;
using CustomUI.MenuButton;
using UnityEngine.Events;
using UnityEngine;
using System.Linq;
namespace BSIPA_ModList
{
@ -29,7 +31,8 @@ namespace BSIPA_ModList
{
}
private ModListMenu menu;
private MainFlowCoordinator mainFlow;
private ModListFlowCoordinator menuFlow;
private MenuButton button;
public void OnApplicationStart()
@ -43,14 +46,18 @@ namespace BSIPA_ModList
public void OnSceneLoaded(Scene scene, LoadSceneMode sceneMode)
{
if (scene.name == "MenuCore" && button == null)
if (scene.name == "MenuCore")
{
menu = BeatSaberUI.CreateCustomMenu<ModListMenu>("Installed Mods");
button = MenuButtonUI.AddButton("All Mods", "Shows all installed mods, along with controls for updating them.", () =>
{
Logger.log.Debug("Presenting menu");
menu.Present();
});
if (mainFlow == null)
mainFlow = Resources.FindObjectsOfTypeAll<MainFlowCoordinator>().First();
if (menuFlow == null)
menuFlow = new GameObject("BSIPA Mod List Flow Coordinator").AddComponent<ModListFlowCoordinator>();
if (button == null)
button = MenuButtonUI.AddButton("Mod List", "Look at installed mods, and control updating", () =>
{
Logger.log.Debug("Presenting own flow controller");
menuFlow.PresentOn(mainFlow);
});
}
}


+ 58
- 0
BSIPA-ModList/UI/ModListFlowCoordinator.cs View File

@ -0,0 +1,58 @@
using CustomUI.BeatSaber;
using CustomUI.Utilities;
using IPA.Loader;
using System;
using System.Linq;
using System.Reflection;
using UnityEngine;
using VRUI;
namespace BSIPA_ModList.UI
{
internal class ModListFlowCoordinator : FlowCoordinator
{
private BackButtonNavigationController navigationController;
private ModListController modList;
#pragma warning disable CS0618
protected override void DidActivate(bool firstActivation, ActivationType activationType)
{ // thx Caeden
if (firstActivation && activationType == ActivationType.AddedToHierarchy)
{
title = "Installed Mods";
navigationController = BeatSaberUI.CreateViewController<BackButtonNavigationController>();
navigationController.didFinishEvent += backButton_DidFinish;
modList = BeatSaberUI.CreateViewController<ModListController>();
modList.Init(navigationController, PluginManager.AllPlugins, PluginLoader.ignoredPlugins, PluginManager.Plugins);
PushViewControllerToNavigationController(navigationController, modList);
}
ProvideInitialViewControllers(navigationController);
}
#pragma warning restore
private delegate void PresentFlowCoordDel(FlowCoordinator self, FlowCoordinator newF, Action finished, bool immediate, bool replaceTop);
private static PresentFlowCoordDel presentFlow;
public void PresentOn(FlowCoordinator main, Action finished = null, bool immediate = false, bool replaceTop = false)
{
if (presentFlow == null)
{
var ty = typeof(FlowCoordinator);
var m = ty.GetMethod("PresentFlowCoordinator", BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic);
presentFlow = (PresentFlowCoordDel)Delegate.CreateDelegate(typeof(PresentFlowCoordDel), m);
}
presentFlow(main, this, finished, immediate, replaceTop);
}
private void backButton_DidFinish()
{
MainFlowCoordinator mainFlow = Resources.FindObjectsOfTypeAll<MainFlowCoordinator>().First();
mainFlow.InvokeMethod("DismissFlowCoordinator", this, null, false);
}
}
}

+ 0
- 26
BSIPA-ModList/UI/ModListMenu.cs View File

@ -1,26 +0,0 @@
using CustomUI.BeatSaber;
using IPA.Loader;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace BSIPA_ModList.UI
{
internal class ModListMenu : CustomMenu
{
private ModListController controller;
#pragma warning disable CS0618
public ModListMenu()
{
Logger.log.Debug("Menu constructor");
controller = BeatSaberUI.CreateViewController<ModListController>();
controller.Init(PluginManager.AllPlugins, PluginLoader.ignoredPlugins, PluginManager.Plugins);
SetMainViewController(controller, true);
}
#pragma warning restore
}
}

+ 22
- 0
BSIPA-ModList/UI/ViewControllers/BackButtonNavigationController.cs View File

@ -0,0 +1,22 @@
using CustomUI.BeatSaber;
using System;
using UnityEngine.UI;
using VRUI;
namespace BSIPA_ModList.UI
{
internal class BackButtonNavigationController : VRUINavigationController
{
public event Action didFinishEvent;
private Button _backButton;
protected override void DidActivate(bool firstActivation, ActivationType activationType)
{
if (firstActivation && activationType == ActivationType.AddedToHierarchy)
{
_backButton = BeatSaberUI.CreateBackButton(rectTransform, didFinishEvent.Invoke);
}
}
}
}

+ 14
- 0
BSIPA-ModList/UI/ViewControllers/ModInfoViewController.cs View File

@ -0,0 +1,14 @@
using CustomUI.BeatSaber;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace BSIPA_ModList.UI
{
internal class ModInfoViewController : CustomViewController
{
}
}

BSIPA-ModList/UI/ModListController.cs → BSIPA-ModList/UI/ViewControllers/ModListController.cs View File

@ -6,6 +6,7 @@ using HMUI;
using IPA.Loader;
using IPA.Old;
using UnityEngine;
using VRUI;
namespace BSIPA_ModList.UI
{
@ -99,8 +100,10 @@ namespace BSIPA_ModList.UI
}
#pragma warning restore
private BackButtonNavigationController navigation;
#pragma warning disable CS0618
public void Init(IEnumerable<PluginLoader.PluginInfo> bsipaPlugins, IEnumerable<PluginLoader.PluginMetadata> ignoredPlugins, IEnumerable<IPlugin> ipaPlugins)
public void Init(BackButtonNavigationController navigation, IEnumerable<PluginLoader.PluginInfo> bsipaPlugins, IEnumerable<PluginLoader.PluginMetadata> ignoredPlugins, IEnumerable<IPlugin> ipaPlugins)
{
Logger.log.Debug("List Controller Init");
@ -108,6 +111,7 @@ namespace BSIPA_ModList.UI
DidSelectRowEvent = DidSelectRow;
includePageButtons = true;
this.navigation = navigation;
reuseIdentifier = "BSIPAModListTableCell";

BIN
Refs/UnityEngine.UI.dll View File


BIN
Refs/UnityEngine.UIModule.dll View File


+ 548
- 0
Refs/UnityEngine.UIModule.xml View File

@ -0,0 +1,548 @@
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<doc>
<members>
<assembly>
<name>UnityEngine.UIModule</name>
</assembly>
<member name="T:UnityEngine.AdditionalCanvasShaderChannels">
<summary>
<para>Enum mask of possible shader channel properties that can also be included when the Canvas mesh is created.</para>
</summary>
</member>
<member name="F:UnityEngine.AdditionalCanvasShaderChannels.None">
<summary>
<para>No additional shader parameters are needed.</para>
</summary>
</member>
<member name="F:UnityEngine.AdditionalCanvasShaderChannels.Normal">
<summary>
<para>Include the normals on the mesh vertices.</para>
</summary>
</member>
<member name="F:UnityEngine.AdditionalCanvasShaderChannels.Tangent">
<summary>
<para>Include the Tangent on the mesh vertices.</para>
</summary>
</member>
<member name="F:UnityEngine.AdditionalCanvasShaderChannels.TexCoord1">
<summary>
<para>Include UV1 on the mesh vertices.</para>
</summary>
</member>
<member name="F:UnityEngine.AdditionalCanvasShaderChannels.TexCoord2">
<summary>
<para>Include UV2 on the mesh vertices.</para>
</summary>
</member>
<member name="F:UnityEngine.AdditionalCanvasShaderChannels.TexCoord3">
<summary>
<para>Include UV3 on the mesh vertices.</para>
</summary>
</member>
<member name="T:UnityEngine.Canvas">
<summary>
<para>Element that can be used for screen rendering.</para>
</summary>
</member>
<member name="P:UnityEngine.Canvas.additionalShaderChannels">
<summary>
<para>Get or set the mask of additional shader channels to be used when creating the Canvas mesh.</para>
</summary>
</member>
<member name="P:UnityEngine.Canvas.cachedSortingLayerValue">
<summary>
<para>Cached calculated value based upon SortingLayerID.</para>
</summary>
</member>
<member name="P:UnityEngine.Canvas.isRootCanvas">
<summary>
<para>Is this the root Canvas?</para>
</summary>
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<member name="P:UnityEngine.Canvas.normalizedSortingGridSize">
<summary>
<para>The normalized grid size that the canvas will split the renderable area into.</para>
</summary>
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<member name="P:UnityEngine.Canvas.overridePixelPerfect">
<summary>
<para>Allows for nested canvases to override pixelPerfect settings inherited from parent canvases.</para>
</summary>
</member>
<member name="P:UnityEngine.Canvas.overrideSorting">
<summary>
<para>Override the sorting of canvas.</para>
</summary>
</member>
<member name="P:UnityEngine.Canvas.pixelPerfect">
<summary>
<para>Force elements in the canvas to be aligned with pixels. Only applies with renderMode is Screen Space.</para>
</summary>
</member>
<member name="P:UnityEngine.Canvas.pixelRect">
<summary>
<para>Get the render rect for the Canvas.</para>
</summary>
</member>
<member name="P:UnityEngine.Canvas.planeDistance">
<summary>
<para>How far away from the camera is the Canvas generated.</para>
</summary>
</member>
<member name="P:UnityEngine.Canvas.referencePixelsPerUnit">
<summary>
<para>The number of pixels per unit that is considered the default.</para>
</summary>
</member>
<member name="P:UnityEngine.Canvas.renderMode">
<summary>
<para>Is the Canvas in World or Overlay mode?</para>
</summary>
</member>
<member name="P:UnityEngine.Canvas.renderOrder">
<summary>
<para>The render order in which the canvas is being emitted to the Scene. (Read Only)</para>
</summary>
</member>
<member name="P:UnityEngine.Canvas.rootCanvas">
<summary>
<para>Returns the Canvas closest to root, by checking through each parent and returning the last canvas found. If no other canvas is found then the canvas will return itself.</para>
</summary>
</member>
<member name="P:UnityEngine.Canvas.scaleFactor">
<summary>
<para>Used to scale the entire canvas, while still making it fit the screen. Only applies with renderMode is Screen Space.</para>
</summary>
</member>
<member name="P:UnityEngine.Canvas.sortingGridNormalizedSize">
<summary>
<para>The normalized grid size that the canvas will split the renderable area into.</para>
</summary>
</member>
<member name="P:UnityEngine.Canvas.sortingLayerID">
<summary>
<para>Unique ID of the Canvas' sorting layer.</para>
</summary>
</member>
<member name="P:UnityEngine.Canvas.sortingLayerName">
<summary>
<para>Name of the Canvas' sorting layer.</para>
</summary>
</member>
<member name="P:UnityEngine.Canvas.sortingOrder">
<summary>
<para>Canvas' order within a sorting layer.</para>
</summary>
</member>
<member name="P:UnityEngine.Canvas.targetDisplay">
<summary>
<para>For Overlay mode, display index on which the UI canvas will appear.</para>
</summary>
</member>
<member name="?:UnityEngine.Canvas.willRenderCanvases(UnityEngine.Canvas/WillRenderCanvases)">
<summary>
<para>Event that is called just before Canvas rendering happens.</para>
</summary>
<param name="value"></param>
</member>
<member name="P:UnityEngine.Canvas.worldCamera">
<summary>
<para>Camera used for sizing the Canvas when in Screen Space - Camera. Also used as the Camera that events will be sent through for a World Space [[Canvas].</para>
</summary>
</member>
<member name="M:UnityEngine.Canvas.ForceUpdateCanvases">
<summary>
<para>Force all canvases to update their content.</para>
</summary>
</member>
<member name="M:UnityEngine.Canvas.GetDefaultCanvasMaterial">
<summary>
<para>Returns the default material that can be used for rendering normal elements on the Canvas.</para>
</summary>
</member>
<member name="M:UnityEngine.Canvas.GetDefaultCanvasTextMaterial">
<summary>
<para>Returns the default material that can be used for rendering text elements on the Canvas.</para>
</summary>
</member>
<member name="M:UnityEngine.Canvas.GetETC1SupportedCanvasMaterial">
<summary>
<para>Gets or generates the ETC1 Material.</para>
</summary>
<returns>
<para>The generated ETC1 Material from the Canvas.</para>
</returns>
</member>
<member name="T:UnityEngine.CanvasGroup">
<summary>
<para>A Canvas placable element that can be used to modify children Alpha, Raycasting, Enabled state.</para>
</summary>
</member>
<member name="P:UnityEngine.CanvasGroup.alpha">
<summary>
<para>Set the alpha of the group.</para>
</summary>
</member>
<member name="P:UnityEngine.CanvasGroup.blocksRaycasts">
<summary>
<para>Does this group block raycasting (allow collision).</para>
</summary>
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<member name="P:UnityEngine.CanvasGroup.ignoreParentGroups">
<summary>
<para>Should the group ignore parent groups?</para>
</summary>
</member>
<member name="P:UnityEngine.CanvasGroup.interactable">
<summary>
<para>Is the group interactable (are the elements beneath the group enabled).</para>
</summary>
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<member name="M:UnityEngine.CanvasGroup.IsRaycastLocationValid(UnityEngine.Vector2,UnityEngine.Camera)">
<summary>
<para>Returns true if the Group allows raycasts.</para>
</summary>
<param name="sp"></param>
<param name="eventCamera"></param>
</member>
<member name="T:UnityEngine.CanvasRenderer">
<summary>
<para>A component that will render to the screen after all normal rendering has completed when attached to a Canvas. Designed for GUI application.</para>
</summary>
</member>
<member name="P:UnityEngine.CanvasRenderer.absoluteDepth">
<summary>
<para>Depth of the renderer relative to the root canvas.</para>
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<member name="P:UnityEngine.CanvasRenderer.cull">
<summary>
<para>Indicates whether geometry emitted by this renderer is ignored.</para>
</summary>
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<member name="P:UnityEngine.CanvasRenderer.cullTransparentMesh">
<summary>
<para>Indicates whether geometry emitted by this renderer can be ignored when the vertex color alpha is close to zero for every vertex of the mesh.</para>
</summary>
</member>
<member name="P:UnityEngine.CanvasRenderer.hasMoved">
<summary>
<para>True if any change has occured that would invalidate the positions of generated geometry.</para>
</summary>
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<member name="P:UnityEngine.CanvasRenderer.hasPopInstruction">
<summary>
<para>Enable 'render stack' pop draw call.</para>
</summary>
</member>
<member name="P:UnityEngine.CanvasRenderer.hasRectClipping">
<summary>
<para>True if rect clipping has been enabled on this renderer.
See Also: CanvasRenderer.EnableRectClipping, CanvasRenderer.DisableRectClipping.</para>
</summary>
</member>
<member name="P:UnityEngine.CanvasRenderer.isMask">
<summary>
<para>Is the UIRenderer a mask component.</para>
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<member name="P:UnityEngine.CanvasRenderer.materialCount">
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<para>The number of materials usable by this renderer.</para>
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<member name="P:UnityEngine.CanvasRenderer.popMaterialCount">
<summary>
<para>The number of materials usable by this renderer. Used internally for masking.</para>
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<member name="P:UnityEngine.CanvasRenderer.relativeDepth">
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<para>Depth of the renderer realative to the parent canvas.</para>
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<member name="M:UnityEngine.CanvasRenderer.AddUIVertexStream(System.Collections.Generic.List`1&lt;UnityEngine.UIVertex&gt;,System.Collections.Generic.List`1&lt;UnityEngine.Vector3&gt;,System.Collections.Generic.List`1&lt;UnityEngine.Color32&gt;,System.Collections.Generic.List`1&lt;UnityEngine.Vector2&gt;,System.Collections.Generic.List`1&lt;UnityEngine.Vector2&gt;,System.Collections.Generic.List`1&lt;UnityEngine.Vector3&gt;,System.Collections.Generic.List`1&lt;UnityEngine.Vector4&gt;)">
<summary>
<para>Take the Vertex steam and split it corrisponding arrays (positions, colors, uv0s, uv1s, normals and tangents).</para>
</summary>
<param name="verts">The UIVertex list to split.</param>
<param name="positions">The destination list for the verts positions.</param>
<param name="colors">The destination list for the verts colors.</param>
<param name="uv0S">The destination list for the verts uv0s.</param>
<param name="uv1S">The destination list for the verts uv1s.</param>
<param name="normals">The destination list for the verts normals.</param>
<param name="tangents">The destination list for the verts tangents.</param>
</member>
<member name="M:UnityEngine.CanvasRenderer.Clear">
<summary>
<para>Remove all cached vertices.</para>
</summary>
</member>
<member name="M:UnityEngine.CanvasRenderer.CreateUIVertexStream(System.Collections.Generic.List`1&lt;UnityEngine.UIVertex&gt;,System.Collections.Generic.List`1&lt;UnityEngine.Vector3&gt;,System.Collections.Generic.List`1&lt;UnityEngine.Color32&gt;,System.Collections.Generic.List`1&lt;UnityEngine.Vector2&gt;,System.Collections.Generic.List`1&lt;UnityEngine.Vector2&gt;,System.Collections.Generic.List`1&lt;UnityEngine.Vector3&gt;,System.Collections.Generic.List`1&lt;UnityEngine.Vector4&gt;,System.Collections.Generic.List`1&lt;System.Int32&gt;)">
<summary>
<para>Convert a set of vertex components into a stream of UIVertex.</para>
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<param name="verts"></param>
<param name="positions"></param>
<param name="colors"></param>
<param name="uv0S"></param>
<param name="uv1S"></param>
<param name="normals"></param>
<param name="tangents"></param>
<param name="indices"></param>
</member>
<member name="M:UnityEngine.CanvasRenderer.DisableRectClipping">
<summary>
<para>Disables rectangle clipping for this CanvasRenderer.</para>
</summary>
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<summary>
<para>Enables rect clipping on the CanvasRendered. Geometry outside of the specified rect will be clipped (not rendered).</para>
</summary>
<param name="rect"></param>
</member>
<member name="M:UnityEngine.CanvasRenderer.GetAlpha">
<summary>
<para>Get the current alpha of the renderer.</para>
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<member name="M:UnityEngine.CanvasRenderer.GetColor">
<summary>
<para>Get the current color of the renderer.</para>
</summary>
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<member name="M:UnityEngine.CanvasRenderer.GetInheritedAlpha">
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<para>Get the final inherited alpha calculated by including all the parent alphas from included parent CanvasGroups.</para>
</summary>
<returns>
<para>The calculated inherited alpha.</para>
</returns>
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<member name="M:UnityEngine.CanvasRenderer.GetMaterial(System.Int32)">
<summary>
<para>Gets the current Material assigned to the CanvasRenderer.</para>
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<param name="index">The material index to retrieve (0 if this parameter is omitted).</param>
<returns>
<para>Result.</para>
</returns>
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<member name="M:UnityEngine.CanvasRenderer.GetMaterial">
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<para>Gets the current Material assigned to the CanvasRenderer.</para>
</summary>
<param name="index">The material index to retrieve (0 if this parameter is omitted).</param>
<returns>
<para>Result.</para>
</returns>
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<param name="alpha">Alpha.</param>
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</member>
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<param name="color">Renderer multiply color.</param>
</member>
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See Also: CanvasRenderer.SetMaterialCount, CanvasRenderer.SetTexture.</para>
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<param name="material">Material for rendering.</param>
<param name="texture">Material texture overide.</param>
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<para>Set the material for the canvas renderer. If a texture is specified then it will be used as the 'MainTex' instead of the material's 'MainTex'.
See Also: CanvasRenderer.SetMaterialCount, CanvasRenderer.SetTexture.</para>
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<param name="texture">Material texture overide.</param>
<param name="index">Material index.</param>
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<para>Set the material for the canvas renderer. Used internally for masking.</para>
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<param name="index"></param>
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<param name="size">Number of vertices to set.</param>
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<para>This element can filter raycasts. If the top level element is hit it can further 'check' if the location is valid.</para>
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</member>
<member name="M:UnityEngine.ICanvasRaycastFilter.IsRaycastLocationValid(UnityEngine.Vector2,UnityEngine.Camera)">
<summary>
<para>Given a point and a camera is the raycast valid.</para>
</summary>
<param name="sp">Screen position.</param>
<param name="eventCamera">Raycast camera.</param>
<returns>
<para>Valid.</para>
</returns>
</member>
<member name="T:UnityEngine.RectTransformUtility">
<summary>
<para>Utility class containing helper methods for working with RectTransform.</para>
</summary>
</member>
<member name="M:UnityEngine.RectTransformUtility.FlipLayoutAxes(UnityEngine.RectTransform,System.Boolean,System.Boolean)">
<summary>
<para>Flips the horizontal and vertical axes of the RectTransform size and alignment, and optionally its children as well.</para>
</summary>
<param name="rect">The RectTransform to flip.</param>
<param name="keepPositioning">Flips around the pivot if true. Flips within the parent rect if false.</param>
<param name="recursive">Flip the children as well?</param>
</member>
<member name="M:UnityEngine.RectTransformUtility.FlipLayoutOnAxis(UnityEngine.RectTransform,System.Int32,System.Boolean,System.Boolean)">
<summary>
<para>Flips the alignment of the RectTransform along the horizontal or vertical axis, and optionally its children as well.</para>
</summary>
<param name="rect">The RectTransform to flip.</param>
<param name="keepPositioning">Flips around the pivot if true. Flips within the parent rect if false.</param>
<param name="recursive">Flip the children as well?</param>
<param name="axis">The axis to flip along. 0 is horizontal and 1 is vertical.</param>
</member>
<member name="M:UnityEngine.RectTransformUtility.PixelAdjustPoint(UnityEngine.Vector2,UnityEngine.Transform,UnityEngine.Canvas)">
<summary>
<para>Convert a given point in screen space into a pixel correct point.</para>
</summary>
<param name="point"></param>
<param name="elementTransform"></param>
<param name="canvas"></param>
<returns>
<para>Pixel adjusted point.</para>
</returns>
</member>
<member name="M:UnityEngine.RectTransformUtility.PixelAdjustRect(UnityEngine.RectTransform,UnityEngine.Canvas)">
<summary>
<para>Given a rect transform, return the corner points in pixel accurate coordinates.</para>
</summary>
<param name="rectTransform"></param>
<param name="canvas"></param>
<returns>
<para>Pixel adjusted rect.</para>
</returns>
</member>
<member name="M:UnityEngine.RectTransformUtility.RectangleContainsScreenPoint(UnityEngine.RectTransform,UnityEngine.Vector2,UnityEngine.Camera)">
<summary>
<para>Does the RectTransform contain the screen point as seen from the given camera?</para>
</summary>
<param name="rect">The RectTransform to test with.</param>
<param name="screenPoint">The screen point to test.</param>
<param name="cam">The camera from which the test is performed from. (Optional)</param>
<returns>
<para>True if the point is inside the rectangle.</para>
</returns>
</member>
<member name="M:UnityEngine.RectTransformUtility.ScreenPointToLocalPointInRectangle(UnityEngine.RectTransform,UnityEngine.Vector2,UnityEngine.Camera,UnityEngine.Vector2&amp;)">
<summary>
<para>Transform a screen space point to a position in the local space of a RectTransform that is on the plane of its rectangle.</para>
</summary>
<param name="rect">The RectTransform to find a point inside.</param>
<param name="cam">The camera associated with the screen space position.</param>
<param name="screenPoint">Screen space position.</param>
<param name="localPoint">Point in local space of the rect transform.</param>
<returns>
<para>Returns true if the plane of the RectTransform is hit, regardless of whether the point is inside the rectangle.</para>
</returns>
</member>
<member name="M:UnityEngine.RectTransformUtility.ScreenPointToWorldPointInRectangle(UnityEngine.RectTransform,UnityEngine.Vector2,UnityEngine.Camera,UnityEngine.Vector3&amp;)">
<summary>
<para>Transform a screen space point to a position in world space that is on the plane of the given RectTransform.</para>
</summary>
<param name="rect">The RectTransform to find a point inside.</param>
<param name="cam">The camera associated with the screen space position.</param>
<param name="screenPoint">Screen space position.</param>
<param name="worldPoint">Point in world space.</param>
<returns>
<para>Returns true if the plane of the RectTransform is hit, regardless of whether the point is inside the rectangle.</para>
</returns>
</member>
<member name="T:UnityEngine.RenderMode">
<summary>
<para>RenderMode for the Canvas.</para>
</summary>
</member>
<member name="F:UnityEngine.RenderMode.ScreenSpaceCamera">
<summary>
<para>Render using the Camera configured on the Canvas.</para>
</summary>
</member>
<member name="F:UnityEngine.RenderMode.ScreenSpaceOverlay">
<summary>
<para>Render at the end of the Scene using a 2D Canvas.</para>
</summary>
</member>
<member name="F:UnityEngine.RenderMode.WorldSpace">
<summary>
<para>Render using any Camera in the Scene that can render the layer.</para>
</summary>
</member>
<member name="A:UnityEngine.UIModule">
<summary>
<para>The UI module implements basic components required for Unity's UI system</para>
</summary>
</member>
</members>
</doc>

+ 5
- 0
Refs/refs.txt View File

@ -9,6 +9,11 @@
""""CoreModule.
"""""dll
"""""xml
""""UI
""""".dll
"""""Module.
""""""dll
""""""xml
"Plugins/
""BeatSaberCustomUI.
"""dll

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