/** * UI controller for the fullscreen sample * * Author: Kirurobo http://twitter.com/kirurobo * License: MIT */ using UnityEngine; using UnityEngine.UI; namespace Kirurobo { /// /// WindowControllerの設定をToggleでオン/オフするサンプル /// public class FullscreenSample : MonoBehaviour { private UniWindowController uniwinc; private RectTransform canvasRect; private float mouseMoveSS = 0f; // Sum of mouse trajectory squares. [px^2] private float mouseMoveSSThreshold = 36f; // Click (not dragging) threshold. [px^2] private Vector3 lastMousePosition; // Right clicked position. private float touchDuration = 0f; private float touchDurationThreshold = 0.5f; // Long tap time threshold. [s] public Toggle transparentToggle; public Toggle topmostToggle; public Toggle bottommostToggle; public Dropdown fitWindowDropdown; public Button quitButton; public Button menuCloseButton; public RectTransform menuPanel; /// /// Setup /// void Start() { // UniWindowController を探す uniwinc = GameObject.FindObjectOfType(); // CanvasのRectTransform取得 if (menuPanel) canvasRect = menuPanel.GetComponentInParent().GetComponent(); // 有効なモニタ数に合わせて選択肢を作成 UpdateMonitorDropdown(); // Toggleのチェック状態を、現在の状態に合わせる UpdateUI(); // 初期状態ではメニューを閉じておく CloseMenu(); if (uniwinc) { // UIを操作された際にはウィンドウに反映されるようにする transparentToggle?.onValueChanged.AddListener(val => uniwinc.isTransparent = val); topmostToggle?.onValueChanged.AddListener(val => uniwinc.isTopmost = val); bottommostToggle?.onValueChanged.AddListener(val => uniwinc.isBottommost = val); fitWindowDropdown?.onValueChanged.AddListener(val => SetFitToMonitor(val)); quitButton?.onClick.AddListener(Quit); menuCloseButton?.onClick.AddListener(CloseMenu); // Add events uniwinc.OnStateChanged += (type) => { UpdateUI(); //ShowEventMessage("Window state changed: " + type); }; uniwinc.OnMonitorChanged += () => { UpdateMonitorDropdown(); UpdateUI(); //ShowEventMessage("Resolution changed!"); }; } } /// /// Perform every frame /// private void Update() { // Show the context menu when right clicked. // If mouse movement is closer than a threshold, it is considered a click if (Input.GetMouseButtonDown(1)) { lastMousePosition = Input.mousePosition; touchDuration = 0f; } if (Input.GetMouseButton(1)) { mouseMoveSS += (Input.mousePosition - lastMousePosition).sqrMagnitude; } if (Input.GetMouseButtonUp(1)) { if (mouseMoveSS < mouseMoveSSThreshold) { ShowMenu(lastMousePosition); } mouseMoveSS = 0f; touchDuration = 0f; } // Show the menu also when long touched if (Input.touchSupported && (Input.touchCount > 0)) { Touch touch = Input.GetTouch(0); if (touch.phase == TouchPhase.Began) { lastMousePosition = Input.mousePosition; touchDuration = 0f; } if (touch.phase == TouchPhase.Moved || touch.phase == TouchPhase.Stationary) { mouseMoveSS += touch.deltaPosition.sqrMagnitude; touchDuration += touch.deltaTime; } if (touch.phase == TouchPhase.Ended) { if ((mouseMoveSS < mouseMoveSSThreshold) && (touchDuration >= touchDurationThreshold)) { ShowMenu(lastMousePosition); } mouseMoveSS = 0f; touchDuration = 0f; } } // Show the menu also when pressed [Space] key if (Input.GetKeyUp(KeyCode.Space)) { if (menuPanel) { if (menuPanel.gameObject.activeSelf) { CloseMenu(); } else { Vector2 pos = new Vector2(Screen.width / 2, Screen.height / 2); ShowMenu(pos); } } } // Quit or stop playing when pressed [ESC] if (Input.GetKey(KeyCode.Escape)) { Quit(); } } void Quit() { #if UNITY_EDITOR UnityEditor.EditorApplication.isPlaying = false; #else Application.Quit(); #endif } /// /// フィット対象モニタドロップダウンが変更された時の処理 /// /// void SetFitToMonitor(int val) { if (!uniwinc) return; if (val < 1) { // ドロップダウンの先頭は、フィット無し uniwinc.shouldFitMonitor = false; } else { // 次からなので、モニタ番号は1を引く uniwinc.monitorToFit = val - 1; uniwinc.shouldFitMonitor = true; // これがfalseからtrueにしたタイミングで移動されるため、モニタ番号を指定してから変更 } } /// /// 指定した座標にコンテキストメニューを表示する /// /// 中心座標指定 private void ShowMenu(Vector2 position) { if (menuPanel) { Vector2 pos = position * (canvasRect.sizeDelta.x / Screen.width); float w = menuPanel.rect.width; float h = menuPanel.rect.height; // 指定座標に中心が来る前提で位置調整 pos.y = Mathf.Max(Mathf.Min(pos.y, Screen.height - h / 2f), h / 2f); // はみ出していれば上に寄せる pos.x = Mathf.Max(Mathf.Min(pos.x, Screen.width - w / 2f), w / 2f); // 右にはみ出していれば左に寄せる menuPanel.pivot = Vector2.one * 0.5f; // Set the center menuPanel.anchorMin = Vector2.zero; menuPanel.anchorMax = Vector2.zero; menuPanel.anchoredPosition = pos; menuPanel.gameObject.SetActive(true); } } /// /// コンテキストメニューを閉じる /// private void CloseMenu() { if (menuPanel) { menuPanel.gameObject.SetActive(false); } } /// /// 実際の状態をUI表示に反映 /// private void UpdateUI() { if (uniwinc) { if (transparentToggle) { transparentToggle.isOn = uniwinc.isTransparent; } if (topmostToggle) { topmostToggle.isOn = uniwinc.isTopmost; } if (bottommostToggle) { bottommostToggle.isOn = uniwinc.isBottommost; } if (fitWindowDropdown) { if (uniwinc.shouldFitMonitor) { fitWindowDropdown.value = uniwinc.monitorToFit + 1; } else { fitWindowDropdown.value = 0; } fitWindowDropdown.RefreshShownValue(); } } } /// /// モニタ選択ドロップダウンの選択肢を更新 /// この後にUpdateUI()を呼ぶこと /// void UpdateMonitorDropdown() { if (!fitWindowDropdown) return; // 先頭以外の選択肢を削除 fitWindowDropdown.options.RemoveRange(1, fitWindowDropdown.options.Count - 1); if (!uniwinc) { fitWindowDropdown.value = 0; } else { int count = UniWindowController.GetMonitorCount(); for (int i = 0; i < count; i++) { fitWindowDropdown.options.Add(new Dropdown.OptionData("Fit to Monitor " + i)); } if (uniwinc.monitorToFit >= count) { uniwinc.monitorToFit = count - 1; } } } /// /// Show the message with timeout /// /// private void ShowEventMessage(string message) { Debug.Log(message); } /// /// テキスト枠がUIにあれば、そこにメッセージを出す。無ければコンソールに出力 /// /// public void OutputMessage(string text) { Debug.Log(text); } } }