using System; using System.Collections; using UnityEngine.Events; using UnityEngine.EventSystems; namespace UnityEngine.UI { [AddComponentMenu("UI/Scrollbar", 36)] [ExecuteAlways] [RequireComponent(typeof(RectTransform))] /// /// A standard scrollbar with a variable sized handle that can be dragged between 0 and 1. /// /// /// The slider component is a Selectable that controls a handle which follow the current value and is sized according to the size property. /// The anchors of the handle RectTransforms are driven by the Scrollbar. The handle can be a direct child of the GameObject with the Scrollbar, or intermediary RectTransforms can be placed in between for additional control. /// When a change to the scrollbar value occurs, a callback is sent to any registered listeners of onValueChanged. /// public class Scrollbar : Selectable, IBeginDragHandler, IDragHandler, IInitializePotentialDragHandler, ICanvasElement { /// /// Setting that indicates one of four directions the scrollbar will travel. /// public enum Direction { /// /// Starting position is the Left. /// LeftToRight, /// /// Starting position is the Right /// RightToLeft, /// /// Starting position is the Bottom. /// BottomToTop, /// /// Starting position is the Top. /// TopToBottom, } [Serializable] /// /// UnityEvent callback for when a scrollbar is scrolled. /// public class ScrollEvent : UnityEvent {} [SerializeField] private RectTransform m_HandleRect; /// /// The RectTransform to use for the handle. /// public RectTransform handleRect { get { return m_HandleRect; } set { if (SetPropertyUtility.SetClass(ref m_HandleRect, value)) { UpdateCachedReferences(); UpdateVisuals(); } } } // Direction of movement. [SerializeField] private Direction m_Direction = Direction.LeftToRight; /// /// The direction of the scrollbar from minimum to maximum value. /// public Direction direction { get { return m_Direction; } set { if (SetPropertyUtility.SetStruct(ref m_Direction, value)) UpdateVisuals(); } } protected Scrollbar() {} [Range(0f, 1f)] [SerializeField] private float m_Value; /// /// The current value of the scrollbar, between 0 and 1. /// public float value { get { float val = m_Value; if (m_NumberOfSteps > 1) val = Mathf.Round(val * (m_NumberOfSteps - 1)) / (m_NumberOfSteps - 1); return val; } set { Set(value); } } /// /// Set the value of the scrollbar without invoking onValueChanged callback. /// /// The new value for the scrollbar. public virtual void SetValueWithoutNotify(float input) { Set(input, false); } [Range(0f, 1f)] [SerializeField] private float m_Size = 0.2f; /// /// The size of the scrollbar handle where 1 means it fills the entire scrollbar. /// public float size { get { return m_Size; } set { if (SetPropertyUtility.SetStruct(ref m_Size, Mathf.Clamp01(value))) UpdateVisuals(); } } [Range(0, 11)] [SerializeField] private int m_NumberOfSteps = 0; /// /// The number of steps to use for the value. A value of 0 disables use of steps. /// public int numberOfSteps { get { return m_NumberOfSteps; } set { if (SetPropertyUtility.SetStruct(ref m_NumberOfSteps, value)) { Set(m_Value); UpdateVisuals(); } } } [Space(6)] [SerializeField] private ScrollEvent m_OnValueChanged = new ScrollEvent(); /// /// Handling for when the scrollbar value is changed. /// /// /// Allow for delegate-based subscriptions for faster events than 'eventReceiver', and allowing for multiple receivers. /// public ScrollEvent onValueChanged { get { return m_OnValueChanged; } set { m_OnValueChanged = value; } } // Private fields private RectTransform m_ContainerRect; // The offset from handle position to mouse down position private Vector2 m_Offset = Vector2.zero; // Size of each step. float stepSize { get { return (m_NumberOfSteps > 1) ? 1f / (m_NumberOfSteps - 1) : 0.1f; } } // field is never assigned warning #pragma warning disable 649 private DrivenRectTransformTracker m_Tracker; #pragma warning restore 649 private Coroutine m_PointerDownRepeat; private bool isPointerDownAndNotDragging = false; // This "delayed" mechanism is required for case 1037681. private bool m_DelayedUpdateVisuals = false; #if UNITY_EDITOR protected override void OnValidate() { base.OnValidate(); m_Size = Mathf.Clamp01(m_Size); //This can be invoked before OnEnabled is called. So we shouldn't be accessing other objects, before OnEnable is called. if (IsActive()) { UpdateCachedReferences(); Set(m_Value, false); // Update rects (in next update) since other things might affect them even if value didn't change. m_DelayedUpdateVisuals = true; } if (!UnityEditor.PrefabUtility.IsPartOfPrefabAsset(this) && !Application.isPlaying) CanvasUpdateRegistry.RegisterCanvasElementForLayoutRebuild(this); } #endif // if UNITY_EDITOR public virtual void Rebuild(CanvasUpdate executing) { #if UNITY_EDITOR if (executing == CanvasUpdate.Prelayout) onValueChanged.Invoke(value); #endif } /// /// See ICanvasElement.LayoutComplete. /// public virtual void LayoutComplete() {} /// /// See ICanvasElement.GraphicUpdateComplete. /// public virtual void GraphicUpdateComplete() {} protected override void OnEnable() { base.OnEnable(); UpdateCachedReferences(); Set(m_Value, false); // Update rects since they need to be initialized correctly. UpdateVisuals(); } protected override void OnDisable() { m_Tracker.Clear(); base.OnDisable(); } /// /// Update the rect based on the delayed update visuals. /// Got around issue of calling sendMessage from onValidate. /// protected virtual void Update() { if (m_DelayedUpdateVisuals) { m_DelayedUpdateVisuals = false; UpdateVisuals(); } } void UpdateCachedReferences() { if (m_HandleRect && m_HandleRect.parent != null) m_ContainerRect = m_HandleRect.parent.GetComponent(); else m_ContainerRect = null; } void Set(float input, bool sendCallback = true) { float currentValue = m_Value; // bugfix (case 802330) clamp01 input in callee before calling this function, this allows inertia from dragging content to go past extremities without being clamped m_Value = input; // If the stepped value doesn't match the last one, it's time to update if (currentValue == value) return; UpdateVisuals(); if (sendCallback) { UISystemProfilerApi.AddMarker("Scrollbar.value", this); m_OnValueChanged.Invoke(value); } } protected override void OnRectTransformDimensionsChange() { base.OnRectTransformDimensionsChange(); //This can be invoked before OnEnabled is called. So we shouldn't be accessing other objects, before OnEnable is called. if (!IsActive()) return; UpdateVisuals(); } enum Axis { Horizontal = 0, Vertical = 1 } Axis axis { get { return (m_Direction == Direction.LeftToRight || m_Direction == Direction.RightToLeft) ? Axis.Horizontal : Axis.Vertical; } } bool reverseValue { get { return m_Direction == Direction.RightToLeft || m_Direction == Direction.TopToBottom; } } // Force-update the scroll bar. Useful if you've changed the properties and want it to update visually. private void UpdateVisuals() { #if UNITY_EDITOR if (!Application.isPlaying) UpdateCachedReferences(); #endif m_Tracker.Clear(); if (m_ContainerRect != null) { m_Tracker.Add(this, m_HandleRect, DrivenTransformProperties.Anchors); Vector2 anchorMin = Vector2.zero; Vector2 anchorMax = Vector2.one; float movement = Mathf.Clamp01(value) * (1 - size); if (reverseValue) { anchorMin[(int)axis] = 1 - movement - size; anchorMax[(int)axis] = 1 - movement; } else { anchorMin[(int)axis] = movement; anchorMax[(int)axis] = movement + size; } m_HandleRect.anchorMin = anchorMin; m_HandleRect.anchorMax = anchorMax; } } // Update the scroll bar's position based on the mouse. void UpdateDrag(PointerEventData eventData) { if (eventData.button != PointerEventData.InputButton.Left) return; if (m_ContainerRect == null) return; Vector2 position = Vector2.zero; if (!MultipleDisplayUtilities.GetRelativeMousePositionForDrag(eventData, ref position)) return; Vector2 localCursor; if (!RectTransformUtility.ScreenPointToLocalPointInRectangle(m_ContainerRect, position, eventData.pressEventCamera, out localCursor)) return; Vector2 handleCenterRelativeToContainerCorner = localCursor - m_Offset - m_ContainerRect.rect.position; Vector2 handleCorner = handleCenterRelativeToContainerCorner - (m_HandleRect.rect.size - m_HandleRect.sizeDelta) * 0.5f; float parentSize = axis == 0 ? m_ContainerRect.rect.width : m_ContainerRect.rect.height; float remainingSize = parentSize * (1 - size); if (remainingSize <= 0) return; DoUpdateDrag(handleCorner, remainingSize); } //this function is testable, it is found using reflection in ScrollbarClamp test private void DoUpdateDrag(Vector2 handleCorner, float remainingSize) { switch (m_Direction) { case Direction.LeftToRight: Set(Mathf.Clamp01(handleCorner.x / remainingSize)); break; case Direction.RightToLeft: Set(Mathf.Clamp01(1f - (handleCorner.x / remainingSize))); break; case Direction.BottomToTop: Set(Mathf.Clamp01(handleCorner.y / remainingSize)); break; case Direction.TopToBottom: Set(Mathf.Clamp01(1f - (handleCorner.y / remainingSize))); break; } } private bool MayDrag(PointerEventData eventData) { return IsActive() && IsInteractable() && eventData.button == PointerEventData.InputButton.Left; } /// /// Handling for when the scrollbar value is begin being dragged. /// public virtual void OnBeginDrag(PointerEventData eventData) { isPointerDownAndNotDragging = false; if (!MayDrag(eventData)) return; if (m_ContainerRect == null) return; m_Offset = Vector2.zero; if (RectTransformUtility.RectangleContainsScreenPoint(m_HandleRect, eventData.pointerPressRaycast.screenPosition, eventData.enterEventCamera)) { Vector2 localMousePos; if (RectTransformUtility.ScreenPointToLocalPointInRectangle(m_HandleRect, eventData.pointerPressRaycast.screenPosition, eventData.pressEventCamera, out localMousePos)) m_Offset = localMousePos - m_HandleRect.rect.center; } } /// /// Handling for when the scrollbar value is dragged. /// public virtual void OnDrag(PointerEventData eventData) { if (!MayDrag(eventData)) return; if (m_ContainerRect != null) UpdateDrag(eventData); } /// /// Event triggered when pointer is pressed down on the scrollbar. /// public override void OnPointerDown(PointerEventData eventData) { if (!MayDrag(eventData)) return; base.OnPointerDown(eventData); isPointerDownAndNotDragging = true; m_PointerDownRepeat = StartCoroutine(ClickRepeat(eventData.pointerPressRaycast.screenPosition, eventData.enterEventCamera)); } protected IEnumerator ClickRepeat(PointerEventData eventData) { return ClickRepeat(eventData.pointerPressRaycast.screenPosition, eventData.enterEventCamera); } /// /// Coroutine function for handling continual press during Scrollbar.OnPointerDown. /// protected IEnumerator ClickRepeat(Vector2 screenPosition, Camera camera) { while (isPointerDownAndNotDragging) { if (!RectTransformUtility.RectangleContainsScreenPoint(m_HandleRect, screenPosition, camera)) { Vector2 localMousePos; if (RectTransformUtility.ScreenPointToLocalPointInRectangle(m_HandleRect, screenPosition, camera, out localMousePos)) { var axisCoordinate = axis == 0 ? localMousePos.x : localMousePos.y; // modifying value depending on direction, fixes (case 925824) float change = axisCoordinate < 0 ? size : -size; value += reverseValue ? change : -change; value = Mathf.Clamp01(value); // Only keep 4 decimals of precision value = Mathf.Round(value * 10000f) / 10000f; } } yield return new WaitForEndOfFrame(); } StopCoroutine(m_PointerDownRepeat); } /// /// Event triggered when pointer is released after pressing on the scrollbar. /// public override void OnPointerUp(PointerEventData eventData) { base.OnPointerUp(eventData); isPointerDownAndNotDragging = false; } /// /// Handling for movement events. /// public override void OnMove(AxisEventData eventData) { if (!IsActive() || !IsInteractable()) { base.OnMove(eventData); return; } switch (eventData.moveDir) { case MoveDirection.Left: if (axis == Axis.Horizontal && FindSelectableOnLeft() == null) Set(Mathf.Clamp01(reverseValue ? value + stepSize : value - stepSize)); else base.OnMove(eventData); break; case MoveDirection.Right: if (axis == Axis.Horizontal && FindSelectableOnRight() == null) Set(Mathf.Clamp01(reverseValue ? value - stepSize : value + stepSize)); else base.OnMove(eventData); break; case MoveDirection.Up: if (axis == Axis.Vertical && FindSelectableOnUp() == null) Set(Mathf.Clamp01(reverseValue ? value - stepSize : value + stepSize)); else base.OnMove(eventData); break; case MoveDirection.Down: if (axis == Axis.Vertical && FindSelectableOnDown() == null) Set(Mathf.Clamp01(reverseValue ? value + stepSize : value - stepSize)); else base.OnMove(eventData); break; } } /// /// Prevents selection if we we move on the Horizontal axis. See Selectable.FindSelectableOnLeft. /// public override Selectable FindSelectableOnLeft() { if (navigation.mode == Navigation.Mode.Automatic && axis == Axis.Horizontal) return null; return base.FindSelectableOnLeft(); } /// /// Prevents selection if we we move on the Horizontal axis. See Selectable.FindSelectableOnRight. /// public override Selectable FindSelectableOnRight() { if (navigation.mode == Navigation.Mode.Automatic && axis == Axis.Horizontal) return null; return base.FindSelectableOnRight(); } /// /// Prevents selection if we we move on the Vertical axis. See Selectable.FindSelectableOnUp. /// public override Selectable FindSelectableOnUp() { if (navigation.mode == Navigation.Mode.Automatic && axis == Axis.Vertical) return null; return base.FindSelectableOnUp(); } /// /// Prevents selection if we we move on the Vertical axis. See Selectable.FindSelectableOnDown. /// public override Selectable FindSelectableOnDown() { if (navigation.mode == Navigation.Mode.Automatic && axis == Axis.Vertical) return null; return base.FindSelectableOnDown(); } /// /// See: IInitializePotentialDragHandler.OnInitializePotentialDrag /// public virtual void OnInitializePotentialDrag(PointerEventData eventData) { eventData.useDragThreshold = false; } /// /// Set the direction of the scrollbar, optionally setting the layout as well. /// /// The direction of the scrollbar. /// Should the layout be flipped together with the direction? public void SetDirection(Direction direction, bool includeRectLayouts) { Axis oldAxis = axis; bool oldReverse = reverseValue; this.direction = direction; if (!includeRectLayouts) return; if (axis != oldAxis) RectTransformUtility.FlipLayoutAxes(transform as RectTransform, true, true); if (reverseValue != oldReverse) RectTransformUtility.FlipLayoutOnAxis(transform as RectTransform, (int)axis, true, true); } } }