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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="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>