94 lines
3.3 KiB
C#
94 lines
3.3 KiB
C#
/*
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* Copyright 2022 Peter Han
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* Permission is hereby granted, free of charge, to any person obtaining a copy of this software
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* and associated documentation files (the "Software"), to deal in the Software without
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* restriction, including without limitation the rights to use, copy, modify, merge, publish,
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* distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in all copies or
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* substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING
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* BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
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* DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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using UnityEngine;
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using UnityEngine.UI;
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namespace PeterHan.PLib.UI {
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/// <summary>
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/// A custom UI label factory class.
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/// </summary>
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public class PLabel : PTextComponent {
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/// <summary>
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/// The label's background color.
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/// </summary>
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public Color BackColor { get; set; }
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public PLabel() : this(null) { }
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public PLabel(string name) : base(name ?? "Label") {
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BackColor = PUITuning.Colors.Transparent;
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}
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/// <summary>
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/// Adds a handler when this label is realized.
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/// </summary>
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/// <param name="onRealize">The handler to invoke on realization.</param>
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/// <returns>This label for call chaining.</returns>
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public PLabel AddOnRealize(PUIDelegates.OnRealize onRealize) {
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OnRealize += onRealize;
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return this;
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}
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public override GameObject Build() {
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var label = PUIElements.CreateUI(null, Name);
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GameObject sprite = null, text = null;
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// Background
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if (BackColor.a > 0)
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label.AddComponent<Image>().color = BackColor;
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// Add foreground image
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if (Sprite != null)
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sprite = ImageChildHelper(label, this).gameObject;
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// Add text
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if (!string.IsNullOrEmpty(Text))
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text = TextChildHelper(label, TextStyle ?? PUITuning.Fonts.UILightStyle,
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Text).gameObject;
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// Add tooltip
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PUIElements.SetToolTip(label, ToolTip).SetActive(true);
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// Arrange the icon and text
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var layout = label.AddComponent<RelativeLayoutGroup>();
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layout.Margin = Margin;
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ArrangeComponent(layout, WrapTextAndSprite(text, sprite), TextAlignment);
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if (!DynamicSize) layout.LockLayout();
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layout.flexibleWidth = FlexSize.x;
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layout.flexibleHeight = FlexSize.y;
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DestroyLayoutIfPossible(label);
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InvokeRealize(label);
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return label;
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}
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/// <summary>
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/// Sets the background color to the default Klei dialog blue.
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/// </summary>
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/// <returns>This label for call chaining.</returns>
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public PLabel SetKleiBlueColor() {
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BackColor = PUITuning.Colors.ButtonBlueStyle.inactiveColor;
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return this;
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}
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/// <summary>
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/// Sets the background color to the Klei dialog header pink.
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/// </summary>
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/// <returns>This label for call chaining.</returns>
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public PLabel SetKleiPinkColor() {
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BackColor = PUITuning.Colors.ButtonPinkStyle.inactiveColor;
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return this;
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}
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}
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}
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