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2026-07-25 15:42:00 +08:00

305 lines
10 KiB
C#

/**
* UI controller for the fullscreen sample
*
* Author: Kirurobo http://twitter.com/kirurobo
* License: MIT
*/
using UnityEngine;
using UnityEngine.UI;
namespace Kirurobo
{
/// <summary>
/// WindowControllerの設定をToggleでオン/オフするサンプル
/// </summary>
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;
/// <summary>
/// Setup
/// </summary>
void Start()
{
// UniWindowController を探す
uniwinc = GameObject.FindAnyObjectByType<UniWindowController>();
// CanvasのRectTransform取得
if (menuPanel) canvasRect = menuPanel.GetComponentInParent<Canvas>().GetComponent<RectTransform>();
// 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!");
};
}
}
/// <summary>
/// Perform every frame
/// </summary>
private void Update()
{
// Show the context menu when right clicked.
// If mouse movement is closer than a threshold, it is considered a click
if (InputProxy.GetMouseButtonDown(1))
{
lastMousePosition = InputProxy.mousePosition;
touchDuration = 0f;
}
if (InputProxy.GetMouseButton(1))
{
mouseMoveSS += (InputProxy.mousePosition - lastMousePosition).sqrMagnitude;
}
if (InputProxy.GetMouseButtonUp(1))
{
if (mouseMoveSS < mouseMoveSSThreshold)
{
ShowMenu(lastMousePosition);
}
mouseMoveSS = 0f;
touchDuration = 0f;
}
// ひとまず Legacy Input Manager でのみタッチ処理を扱う
#if ENABLE_LEGACY_INPUT_MANAGER
// 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;
}
}
#endif
// Show the menu also when pressed [Space] key
if (InputProxy.GetKeyUp("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 (InputProxy.GetKeyUp("escape"))
{
Quit();
}
}
void Quit()
{
#if UNITY_EDITOR
UnityEditor.EditorApplication.isPlaying = false;
#else
Application.Quit();
#endif
}
/// <summary>
/// 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
/// </summary>
/// <param name="val"></param>
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
}
}
/// <summary>
/// 指定した座標にコンテキストメニューを表示する
/// </summary>
/// <param name="position">中心座標指定</param>
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);
}
}
/// <summary>
/// コンテキストメニューを閉じる
/// </summary>
private void CloseMenu()
{
if (menuPanel)
{
menuPanel.gameObject.SetActive(false);
}
}
/// <summary>
/// 実際の状態をUI表示に反映
/// </summary>
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();
}
}
}
/// <summary>
/// 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
/// </summary>
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;
}
}
}
/// <summary>
/// Show the message with timeout
/// </summary>
/// <param name="message"></param>
private void ShowEventMessage(string message)
{
Debug.Log(message);
}
/// <summary>
/// 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
/// </summary>
/// <param name="text"></param>
public void OutputMessage(string text)
{
Debug.Log(text);
}
}
}