90 lines
3.8 KiB
C#
90 lines
3.8 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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namespace PeterHan.PLib.UI {
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/// <summary>
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/// Delegate types used in the UI event system.
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/// </summary>
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public sealed class PUIDelegates {
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/// <summary>
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/// The delegate type invoked when a dialog is closed.
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/// </summary>
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/// <param name="option">The key of the chosen option, or PDialog.DIALOG_CLOSE_KEY if
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/// the dialog was closed with ESC or the X button.</param>
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public delegate void OnDialogClosed(string option);
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/// <summary>
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/// The delegate type invoked when a button is pressed.
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/// </summary>
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/// <param name="source">The source button.</param>
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public delegate void OnButtonPressed(GameObject source);
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/// <summary>
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/// The delegate type invoked when a checkbox is clicked.
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/// </summary>
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/// <param name="source">The source button.</param>
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/// <param name="state">The checkbox state.</param>
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public delegate void OnChecked(GameObject source, int state);
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/// <summary>
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/// The delegate type invoked when an option is selected from a combo box.
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/// </summary>
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/// <param name="source">The source dropdown.</param>
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/// <param name="choice">The option chosen.</param>
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/// <typeparam name="T">The type of the objects in the drop down.</typeparam>
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public delegate void OnDropdownChanged<T>(GameObject source, T choice) where T :
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class, IListableOption;
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/// <summary>
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/// The delegate type invoked when components are converted into Unity game objects.
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/// </summary>
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/// <param name="realized">The realized object.</param>
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public delegate void OnRealize(GameObject realized);
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/// <summary>
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/// The delegate type invoked once after a slider is changed and released.
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/// </summary>
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/// <param name="source">The source slider.</param>
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/// <param name="newValue">The new slider value.</param>
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public delegate void OnSliderChanged(GameObject source, float newValue);
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/// <summary>
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/// The delegate type invoked while a slider is being changed.
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/// </summary>
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/// <param name="source">The source slider.</param>
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/// <param name="newValue">The new slider value.</param>
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public delegate void OnSliderDrag(GameObject source, float newValue);
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/// <summary>
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/// The delegate type invoked when text in a text field is changed.
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/// </summary>
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/// <param name="source">The source text field.</param>
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/// <param name="text">The new text.</param>
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public delegate void OnTextChanged(GameObject source, string text);
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/// <summary>
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/// The delegate type invoked when a toggle button is swapped between states.
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/// </summary>
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/// <param name="source">The source button.</param>
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/// <param name="on">true if the button is toggled on, or false otherwise.</param>
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public delegate void OnToggleButton(GameObject source, bool on);
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}
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}
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