using UnityEngine; using System.Collections; using UnityEngine.UI; namespace TMPro { public static class TMP_DefaultControls { public struct Resources { public Sprite standard; public Sprite background; public Sprite inputField; public Sprite knob; public Sprite checkmark; public Sprite dropdown; public Sprite mask; } private const float kWidth = 160f; private const float kThickHeight = 30f; private const float kThinHeight = 20f; private static Vector2 s_ThickElementSize = new Vector2(kWidth, kThickHeight); private static Vector2 s_ThinElementSize = new Vector2(kWidth, kThinHeight); //private static Vector2 s_ImageElementSize = new Vector2(100f, 100f); private static Color s_DefaultSelectableColor = new Color(1f, 1f, 1f, 1f); //private static Color s_PanelColor = new Color(1f, 1f, 1f, 0.392f); private static Color s_TextColor = new Color(50f / 255f, 50f / 255f, 50f / 255f, 1f); private static GameObject CreateUIElementRoot(string name, Vector2 size) { GameObject child = new GameObject(name); RectTransform rectTransform = child.AddComponent(); rectTransform.sizeDelta = size; return child; } static GameObject CreateUIObject(string name, GameObject parent) { GameObject go = new GameObject(name); go.AddComponent(); SetParentAndAlign(go, parent); return go; } private static void SetDefaultTextValues(TMP_Text lbl) { // Set text values we want across UI elements in default controls. // Don't set values which are the same as the default values for the Text component, // since there's no point in that, and it's good to keep them as consistent as possible. lbl.color = s_TextColor; lbl.fontSize = 14; } private static void SetDefaultColorTransitionValues(Selectable slider) { ColorBlock colors = slider.colors; colors.highlightedColor = new Color(0.882f, 0.882f, 0.882f); colors.pressedColor = new Color(0.698f, 0.698f, 0.698f); colors.disabledColor = new Color(0.521f, 0.521f, 0.521f); } private static void SetParentAndAlign(GameObject child, GameObject parent) { if (parent == null) return; child.transform.SetParent(parent.transform, false); SetLayerRecursively(child, parent.layer); } private static void SetLayerRecursively(GameObject go, int layer) { go.layer = layer; Transform t = go.transform; for (int i = 0; i < t.childCount; i++) SetLayerRecursively(t.GetChild(i).gameObject, layer); } // Actual controls public static GameObject CreateScrollbar(Resources resources) { // Create GOs Hierarchy GameObject scrollbarRoot = CreateUIElementRoot("Scrollbar", s_ThinElementSize); GameObject sliderArea = CreateUIObject("Sliding Area", scrollbarRoot); GameObject handle = CreateUIObject("Handle", sliderArea); Image bgImage = scrollbarRoot.AddComponent(); bgImage.sprite = resources.background; bgImage.type = Image.Type.Sliced; bgImage.color = s_DefaultSelectableColor; Image handleImage = handle.AddComponent(); handleImage.sprite = resources.standard; handleImage.type = Image.Type.Sliced; handleImage.color = s_DefaultSelectableColor; RectTransform sliderAreaRect = sliderArea.GetComponent(); sliderAreaRect.sizeDelta = new Vector2(-20, -20); sliderAreaRect.anchorMin = Vector2.zero; sliderAreaRect.anchorMax = Vector2.one; RectTransform handleRect = handle.GetComponent(); handleRect.sizeDelta = new Vector2(20, 20); Scrollbar scrollbar = scrollbarRoot.AddComponent(); scrollbar.handleRect = handleRect; scrollbar.targetGraphic = handleImage; SetDefaultColorTransitionValues(scrollbar); return scrollbarRoot; } public static GameObject CreateInputField(Resources resources) { GameObject root = CreateUIElementRoot("TextMeshPro - InputField", s_ThickElementSize); GameObject textArea = CreateUIObject("Text Area", root); GameObject childPlaceholder = CreateUIObject("Placeholder", textArea); GameObject childText = CreateUIObject("Text", textArea); Image image = root.AddComponent(); image.sprite = resources.inputField; image.type = Image.Type.Sliced; image.color = s_DefaultSelectableColor; TMP_InputField inputField = root.AddComponent(); SetDefaultColorTransitionValues(inputField); // Use UI.Mask for Unity 5.0 - 5.1 and 2D RectMask for Unity 5.2 and up textArea.AddComponent(); RectTransform textAreaRectTransform = textArea.GetComponent(); textAreaRectTransform.anchorMin = Vector2.zero; textAreaRectTransform.anchorMax = Vector2.one; textAreaRectTransform.sizeDelta = Vector2.zero; textAreaRectTransform.offsetMin = new Vector2(10, 6); textAreaRectTransform.offsetMax = new Vector2(-10, -7); TextMeshProUGUI text = childText.AddComponent(); text.text = ""; text.enableWordWrapping = false; text.extraPadding = true; text.richText = true; SetDefaultTextValues(text); TextMeshProUGUI placeholder = childPlaceholder.AddComponent(); placeholder.text = "Enter text..."; placeholder.fontSize = 14; placeholder.fontStyle = FontStyles.Italic; placeholder.enableWordWrapping = false; placeholder.extraPadding = true; // Make placeholder color half as opaque as normal text color. Color placeholderColor = text.color; placeholderColor.a *= 0.5f; placeholder.color = placeholderColor; RectTransform textRectTransform = childText.GetComponent(); textRectTransform.anchorMin = Vector2.zero; textRectTransform.anchorMax = Vector2.one; textRectTransform.sizeDelta = Vector2.zero; textRectTransform.offsetMin = new Vector2(0, 0); textRectTransform.offsetMax = new Vector2(0, 0); RectTransform placeholderRectTransform = childPlaceholder.GetComponent(); placeholderRectTransform.anchorMin = Vector2.zero; placeholderRectTransform.anchorMax = Vector2.one; placeholderRectTransform.sizeDelta = Vector2.zero; placeholderRectTransform.offsetMin = new Vector2(0, 0); placeholderRectTransform.offsetMax = new Vector2(0, 0); inputField.textViewport = textAreaRectTransform; inputField.textComponent = text; inputField.placeholder = placeholder; inputField.fontAsset = text.font; return root; } public static GameObject CreateDropdown(Resources resources) { GameObject root = CreateUIElementRoot("Dropdown", s_ThickElementSize); GameObject label = CreateUIObject("Label", root); GameObject arrow = CreateUIObject("Arrow", root); GameObject template = CreateUIObject("Template", root); GameObject viewport = CreateUIObject("Viewport", template); GameObject content = CreateUIObject("Content", viewport); GameObject item = CreateUIObject("Item", content); GameObject itemBackground = CreateUIObject("Item Background", item); GameObject itemCheckmark = CreateUIObject("Item Checkmark", item); GameObject itemLabel = CreateUIObject("Item Label", item); // Sub controls. GameObject scrollbar = CreateScrollbar(resources); scrollbar.name = "Scrollbar"; SetParentAndAlign(scrollbar, template); Scrollbar scrollbarScrollbar = scrollbar.GetComponent(); scrollbarScrollbar.SetDirection(Scrollbar.Direction.BottomToTop, true); RectTransform vScrollbarRT = scrollbar.GetComponent(); vScrollbarRT.anchorMin = Vector2.right; vScrollbarRT.anchorMax = Vector2.one; vScrollbarRT.pivot = Vector2.one; vScrollbarRT.sizeDelta = new Vector2(vScrollbarRT.sizeDelta.x, 0); // Setup item UI components. TextMeshProUGUI itemLabelText = itemLabel.AddComponent(); SetDefaultTextValues(itemLabelText); itemLabelText.alignment = TextAlignmentOptions.Left; Image itemBackgroundImage = itemBackground.AddComponent(); itemBackgroundImage.color = new Color32(245, 245, 245, 255); Image itemCheckmarkImage = itemCheckmark.AddComponent(); itemCheckmarkImage.sprite = resources.checkmark; Toggle itemToggle = item.AddComponent(); itemToggle.targetGraphic = itemBackgroundImage; itemToggle.graphic = itemCheckmarkImage; itemToggle.isOn = true; // Setup template UI components. Image templateImage = template.AddComponent(); templateImage.sprite = resources.standard; templateImage.type = Image.Type.Sliced; ScrollRect templateScrollRect = template.AddComponent(); templateScrollRect.content = (RectTransform)content.transform; templateScrollRect.viewport = (RectTransform)viewport.transform; templateScrollRect.horizontal = false; templateScrollRect.movementType = ScrollRect.MovementType.Clamped; templateScrollRect.verticalScrollbar = scrollbarScrollbar; templateScrollRect.verticalScrollbarVisibility = ScrollRect.ScrollbarVisibility.AutoHideAndExpandViewport; templateScrollRect.verticalScrollbarSpacing = -3; Mask scrollRectMask = viewport.AddComponent(); scrollRectMask.showMaskGraphic = false; Image viewportImage = viewport.AddComponent(); viewportImage.sprite = resources.mask; viewportImage.type = Image.Type.Sliced; // Setup dropdown UI components. TextMeshProUGUI labelText = label.AddComponent(); SetDefaultTextValues(labelText); labelText.alignment = TextAlignmentOptions.Left; Image arrowImage = arrow.AddComponent(); arrowImage.sprite = resources.dropdown; Image backgroundImage = root.AddComponent(); backgroundImage.sprite = resources.standard; backgroundImage.color = s_DefaultSelectableColor; backgroundImage.type = Image.Type.Sliced; TMP_Dropdown dropdown = root.AddComponent(); dropdown.targetGraphic = backgroundImage; SetDefaultColorTransitionValues(dropdown); dropdown.template = template.GetComponent(); dropdown.captionText = labelText; dropdown.itemText = itemLabelText; // Setting default Item list. itemLabelText.text = "Option A"; dropdown.options.Add(new TMP_Dropdown.OptionData {text = "Option A" }); dropdown.options.Add(new TMP_Dropdown.OptionData {text = "Option B" }); dropdown.options.Add(new TMP_Dropdown.OptionData {text = "Option C" }); dropdown.RefreshShownValue(); // Set up RectTransforms. RectTransform labelRT = label.GetComponent(); labelRT.anchorMin = Vector2.zero; labelRT.anchorMax = Vector2.one; labelRT.offsetMin = new Vector2(10, 6); labelRT.offsetMax = new Vector2(-25, -7); RectTransform arrowRT = arrow.GetComponent(); arrowRT.anchorMin = new Vector2(1, 0.5f); arrowRT.anchorMax = new Vector2(1, 0.5f); arrowRT.sizeDelta = new Vector2(20, 20); arrowRT.anchoredPosition = new Vector2(-15, 0); RectTransform templateRT = template.GetComponent(); templateRT.anchorMin = new Vector2(0, 0); templateRT.anchorMax = new Vector2(1, 0); templateRT.pivot = new Vector2(0.5f, 1); templateRT.anchoredPosition = new Vector2(0, 2); templateRT.sizeDelta = new Vector2(0, 150); RectTransform viewportRT = viewport.GetComponent(); viewportRT.anchorMin = new Vector2(0, 0); viewportRT.anchorMax = new Vector2(1, 1); viewportRT.sizeDelta = new Vector2(-18, 0); viewportRT.pivot = new Vector2(0, 1); RectTransform contentRT = content.GetComponent(); contentRT.anchorMin = new Vector2(0f, 1); contentRT.anchorMax = new Vector2(1f, 1); contentRT.pivot = new Vector2(0.5f, 1); contentRT.anchoredPosition = new Vector2(0, 0); contentRT.sizeDelta = new Vector2(0, 28); RectTransform itemRT = item.GetComponent(); itemRT.anchorMin = new Vector2(0, 0.5f); itemRT.anchorMax = new Vector2(1, 0.5f); itemRT.sizeDelta = new Vector2(0, 20); RectTransform itemBackgroundRT = itemBackground.GetComponent(); itemBackgroundRT.anchorMin = Vector2.zero; itemBackgroundRT.anchorMax = Vector2.one; itemBackgroundRT.sizeDelta = Vector2.zero; RectTransform itemCheckmarkRT = itemCheckmark.GetComponent(); itemCheckmarkRT.anchorMin = new Vector2(0, 0.5f); itemCheckmarkRT.anchorMax = new Vector2(0, 0.5f); itemCheckmarkRT.sizeDelta = new Vector2(20, 20); itemCheckmarkRT.anchoredPosition = new Vector2(10, 0); RectTransform itemLabelRT = itemLabel.GetComponent(); itemLabelRT.anchorMin = Vector2.zero; itemLabelRT.anchorMax = Vector2.one; itemLabelRT.offsetMin = new Vector2(20, 1); itemLabelRT.offsetMax = new Vector2(-10, -2); template.SetActive(false); return root; } } }