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// Decompiled with JetBrains decompiler
// Type: UnityEngine.UI.Scrollbar
// Assembly: UnityEngine.UI, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
// MVID: 2216A18B-AF52-44A5-85A0-A1CAA19C1090
// Assembly location: C:\Users\Blake\sandbox\unity\test-project\Library\UnityAssemblies\UnityEngine.UI.dll
using System;
using System.Collections;
using System.Diagnostics;
using UnityEditor;
using UnityEngine.Events;
using UnityEngine.EventSystems;
namespace UnityEngine.UI
{
/// <summary>
/// <para>A standard scrollbar with a variable sized handle that can be dragged between 0 and 1.</para>
/// </summary>
[RequireComponent(typeof (RectTransform))]
[AddComponentMenu("UI/Scrollbar", 34)]
public class Scrollbar : Selectable, IEventSystemHandler, IBeginDragHandler, IInitializePotentialDragHandler, IDragHandler, ICanvasElement
{
[SerializeField]
[Range(0.0f, 1f)]
private float m_Size = 0.2f;
[Space(6f)]
[SerializeField]
private Scrollbar.ScrollEvent m_OnValueChanged = new Scrollbar.ScrollEvent();
private Vector2 m_Offset = Vector2.zero;
[SerializeField]
private RectTransform m_HandleRect;
[SerializeField]
private Scrollbar.Direction m_Direction;
[SerializeField]
[Range(0.0f, 1f)]
private float m_Value;
[SerializeField]
[Range(0.0f, 11f)]
private int m_NumberOfSteps;
private RectTransform m_ContainerRect;
private DrivenRectTransformTracker m_Tracker;
private Coroutine m_PointerDownRepeat;
private bool isPointerDownAndNotDragging;
/// <summary>
/// <para>The RectTransform to use for the handle.</para>
/// </summary>
public RectTransform handleRect
{
get
{
return this.m_HandleRect;
}
set
{
if (!SetPropertyUtility.SetClass<RectTransform>(ref this.m_HandleRect, value))
return;
this.UpdateCachedReferences();
this.UpdateVisuals();
}
}
/// <summary>
/// <para>The direction of the scrollbar from minimum to maximum value.</para>
/// </summary>
public Scrollbar.Direction direction
{
get
{
return this.m_Direction;
}
set
{
if (!SetPropertyUtility.SetStruct<Scrollbar.Direction>(ref this.m_Direction, value))
return;
this.UpdateVisuals();
}
}
/// <summary>
/// <para>The current value of the scrollbar, between 0 and 1.</para>
/// </summary>
public float value
{
get
{
float num = this.m_Value;
if (this.m_NumberOfSteps > 1)
num = Mathf.Round(num * (float) (this.m_NumberOfSteps - 1)) / (float) (this.m_NumberOfSteps - 1);
return num;
}
set
{
this.Set(value);
}
}
/// <summary>
/// <para>The size of the scrollbar handle where 1 means it fills the entire scrollbar.</para>
/// </summary>
public float size
{
get
{
return this.m_Size;
}
set
{
if (!SetPropertyUtility.SetStruct<float>(ref this.m_Size, Mathf.Clamp01(value)))
return;
this.UpdateVisuals();
}
}
/// <summary>
/// <para>The number of steps to use for the value. A value of 0 disables use of steps.</para>
/// </summary>
public int numberOfSteps
{
get
{
return this.m_NumberOfSteps;
}
set
{
if (!SetPropertyUtility.SetStruct<int>(ref this.m_NumberOfSteps, value))
return;
this.Set(this.m_Value);
this.UpdateVisuals();
}
}
/// <summary>
/// <para>Handling for when the scrollbar value is changed.</para>
/// </summary>
public Scrollbar.ScrollEvent onValueChanged
{
get
{
return this.m_OnValueChanged;
}
set
{
this.m_OnValueChanged = value;
}
}
private float stepSize
{
get
{
if (this.m_NumberOfSteps > 1)
return 1f / (float) (this.m_NumberOfSteps - 1);
return 0.1f;
}
}
private Scrollbar.Axis axis
{
get
{
return this.m_Direction == Scrollbar.Direction.LeftToRight || this.m_Direction == Scrollbar.Direction.RightToLeft ? Scrollbar.Axis.Horizontal : Scrollbar.Axis.Vertical;
}
}
private bool reverseValue
{
get
{
if (this.m_Direction != Scrollbar.Direction.RightToLeft)
return this.m_Direction == Scrollbar.Direction.TopToBottom;
return true;
}
}
protected Scrollbar()
{
}
protected override void OnValidate()
{
base.OnValidate();
this.m_Size = Mathf.Clamp01(this.m_Size);
if (this.IsActive())
{
this.UpdateCachedReferences();
this.Set(this.m_Value, false);
this.UpdateVisuals();
}
if (PrefabUtility.GetPrefabType((UnityEngine.Object) this) == PrefabType.Prefab || Application.isPlaying)
return;
CanvasUpdateRegistry.RegisterCanvasElementForLayoutRebuild((ICanvasElement) this);
}
/// <summary>
/// <para>Handling for when the canvas is rebuilt.</para>
/// </summary>
/// <param name="executing"></param>
public virtual void Rebuild(CanvasUpdate executing)
{
if (executing != CanvasUpdate.Prelayout)
return;
this.onValueChanged.Invoke(this.value);
}
/// <summary>
/// <para>See ICanvasElement.LayoutComplete.</para>
/// </summary>
public virtual void LayoutComplete()
{
}
/// <summary>
/// <para>See ICanvasElement.GraphicUpdateComplete.</para>
/// </summary>
public virtual void GraphicUpdateComplete()
{
}
protected override void OnEnable()
{
base.OnEnable();
this.UpdateCachedReferences();
this.Set(this.m_Value, false);
this.UpdateVisuals();
}
/// <summary>
/// <para>See MonoBehaviour.OnDisable.</para>
/// </summary>
protected override void OnDisable()
{
this.m_Tracker.Clear();
base.OnDisable();
}
private void UpdateCachedReferences()
{
if ((bool) ((UnityEngine.Object) this.m_HandleRect) && (UnityEngine.Object) this.m_HandleRect.parent != (UnityEngine.Object) null)
this.m_ContainerRect = this.m_HandleRect.parent.GetComponent<RectTransform>();
else
this.m_ContainerRect = (RectTransform) null;
}
private void Set(float input)
{
this.Set(input, true);
}
private void Set(float input, bool sendCallback)
{
float num = this.m_Value;
this.m_Value = Mathf.Clamp01(input);
if ((double) num == (double) this.value)
return;
this.UpdateVisuals();
if (!sendCallback)
return;
this.m_OnValueChanged.Invoke(this.value);
}
protected override void OnRectTransformDimensionsChange()
{
base.OnRectTransformDimensionsChange();
if (!this.IsActive())
return;
this.UpdateVisuals();
}
private void UpdateVisuals()
{
if (!Application.isPlaying)
this.UpdateCachedReferences();
this.m_Tracker.Clear();
if (!((UnityEngine.Object) this.m_ContainerRect != (UnityEngine.Object) null))
return;
this.m_Tracker.Add((UnityEngine.Object) this, this.m_HandleRect, DrivenTransformProperties.Anchors);
Vector2 zero = Vector2.zero;
Vector2 one = Vector2.one;
float num = this.value * (1f - this.size);
if (this.reverseValue)
{
zero[(int) this.axis] = 1f - num - this.size;
one[(int) this.axis] = 1f - num;
}
else
{
zero[(int) this.axis] = num;
one[(int) this.axis] = num + this.size;
}
this.m_HandleRect.anchorMin = zero;
this.m_HandleRect.anchorMax = one;
}
private void UpdateDrag(PointerEventData eventData)
{
Vector2 localPoint;
if (eventData.button != PointerEventData.InputButton.Left || (UnityEngine.Object) this.m_ContainerRect == (UnityEngine.Object) null || !RectTransformUtility.ScreenPointToLocalPointInRectangle(this.m_ContainerRect, eventData.position, eventData.pressEventCamera, out localPoint))
return;
Vector2 vector2 = localPoint - this.m_Offset - this.m_ContainerRect.rect.position - (this.m_HandleRect.rect.size - this.m_HandleRect.sizeDelta) * 0.5f;
float num = (this.axis != Scrollbar.Axis.Horizontal ? this.m_ContainerRect.rect.height : this.m_ContainerRect.rect.width) * (1f - this.size);
if ((double) num <= 0.0)
return;
switch (this.m_Direction)
{
case Scrollbar.Direction.LeftToRight:
this.Set(vector2.x / num);
break;
case Scrollbar.Direction.RightToLeft:
this.Set((float) (1.0 - (double) vector2.x / (double) num));
break;
case Scrollbar.Direction.BottomToTop:
this.Set(vector2.y / num);
break;
case Scrollbar.Direction.TopToBottom:
this.Set((float) (1.0 - (double) vector2.y / (double) num));
break;
}
}
private bool MayDrag(PointerEventData eventData)
{
if (this.IsActive() && this.IsInteractable())
return eventData.button == PointerEventData.InputButton.Left;
return false;
}
/// <summary>
/// <para>Handling for when the scrollbar value is begin being dragged.</para>
/// </summary>
/// <param name="eventData"></param>
public virtual void OnBeginDrag(PointerEventData eventData)
{
this.isPointerDownAndNotDragging = false;
if (!this.MayDrag(eventData) || (UnityEngine.Object) this.m_ContainerRect == (UnityEngine.Object) null)
return;
this.m_Offset = Vector2.zero;
Vector2 localPoint;
if (!RectTransformUtility.RectangleContainsScreenPoint(this.m_HandleRect, eventData.position, eventData.enterEventCamera) || !RectTransformUtility.ScreenPointToLocalPointInRectangle(this.m_HandleRect, eventData.position, eventData.pressEventCamera, out localPoint))
return;
this.m_Offset = localPoint - this.m_HandleRect.rect.center;
}
/// <summary>
/// <para>Handling for when the scrollbar value is dragged.</para>
/// </summary>
/// <param name="eventData"></param>
public virtual void OnDrag(PointerEventData eventData)
{
if (!this.MayDrag(eventData) || !((UnityEngine.Object) this.m_ContainerRect != (UnityEngine.Object) null))
return;
this.UpdateDrag(eventData);
}
public override void OnPointerDown(PointerEventData eventData)
{
if (!this.MayDrag(eventData))
return;
base.OnPointerDown(eventData);
this.isPointerDownAndNotDragging = true;
this.m_PointerDownRepeat = this.StartCoroutine(this.ClickRepeat(eventData));
}
/// <summary>
/// <para>Coroutine function for handling continual press during OnPointerDown.</para>
/// </summary>
/// <param name="eventData"></param>
[DebuggerHidden]
protected IEnumerator ClickRepeat(PointerEventData eventData)
{
// ISSUE: object of a compiler-generated type is created
return (IEnumerator) new Scrollbar.\u003CClickRepeat\u003Ec__Iterator5() { eventData = eventData, \u003C\u0024\u003EeventData = eventData, \u003C\u003Ef__this = this };
}
public override void OnPointerUp(PointerEventData eventData)
{
base.OnPointerUp(eventData);
this.isPointerDownAndNotDragging = false;
}
/// <summary>
/// <para>Handling for movement events.</para>
/// </summary>
/// <param name="eventData"></param>
public override void OnMove(AxisEventData eventData)
{
if (!this.IsActive() || !this.IsInteractable())
{
base.OnMove(eventData);
}
else
{
switch (eventData.moveDir)
{
case MoveDirection.Left:
if (this.axis == Scrollbar.Axis.Horizontal && (UnityEngine.Object) this.FindSelectableOnLeft() == (UnityEngine.Object) null)
{
this.Set(!this.reverseValue ? this.value - this.stepSize : this.value + this.stepSize);
break;
}
base.OnMove(eventData);
break;
case MoveDirection.Up:
if (this.axis == Scrollbar.Axis.Vertical && (UnityEngine.Object) this.FindSelectableOnUp() == (UnityEngine.Object) null)
{
this.Set(!this.reverseValue ? this.value + this.stepSize : this.value - this.stepSize);
break;
}
base.OnMove(eventData);
break;
case MoveDirection.Right:
if (this.axis == Scrollbar.Axis.Horizontal && (UnityEngine.Object) this.FindSelectableOnRight() == (UnityEngine.Object) null)
{
this.Set(!this.reverseValue ? this.value + this.stepSize : this.value - this.stepSize);
break;
}
base.OnMove(eventData);
break;
case MoveDirection.Down:
if (this.axis == Scrollbar.Axis.Vertical && (UnityEngine.Object) this.FindSelectableOnDown() == (UnityEngine.Object) null)
{
this.Set(!this.reverseValue ? this.value - this.stepSize : this.value + this.stepSize);
break;
}
base.OnMove(eventData);
break;
}
}
}
/// <summary>
/// <para>See member in base class.</para>
/// </summary>
public override Selectable FindSelectableOnLeft()
{
if (this.navigation.mode == Navigation.Mode.Automatic && this.axis == Scrollbar.Axis.Horizontal)
return (Selectable) null;
return base.FindSelectableOnLeft();
}
/// <summary>
/// <para>See member in base class.</para>
/// </summary>
public override Selectable FindSelectableOnRight()
{
if (this.navigation.mode == Navigation.Mode.Automatic && this.axis == Scrollbar.Axis.Horizontal)
return (Selectable) null;
return base.FindSelectableOnRight();
}
/// <summary>
/// <para>See member in base class.</para>
/// </summary>
public override Selectable FindSelectableOnUp()
{
if (this.navigation.mode == Navigation.Mode.Automatic && this.axis == Scrollbar.Axis.Vertical)
return (Selectable) null;
return base.FindSelectableOnUp();
}
/// <summary>
/// <para>See member in base class.</para>
/// </summary>
public override Selectable FindSelectableOnDown()
{
if (this.navigation.mode == Navigation.Mode.Automatic && this.axis == Scrollbar.Axis.Vertical)
return (Selectable) null;
return base.FindSelectableOnDown();
}
/// <summary>
/// <para>See: IInitializePotentialDragHandler.OnInitializePotentialDrag.</para>
/// </summary>
/// <param name="eventData"></param>
public virtual void OnInitializePotentialDrag(PointerEventData eventData)
{
eventData.useDragThreshold = false;
}
public void SetDirection(Scrollbar.Direction direction, bool includeRectLayouts)
{
Scrollbar.Axis axis = this.axis;
bool reverseValue = this.reverseValue;
this.direction = direction;
if (!includeRectLayouts)
return;
if (this.axis != axis)
RectTransformUtility.FlipLayoutAxes(this.transform as RectTransform, true, true);
if (this.reverseValue == reverseValue)
return;
RectTransformUtility.FlipLayoutOnAxis(this.transform as RectTransform, (int) this.axis, true, true);
}
bool ICanvasElement.IsDestroyed()
{
return this.IsDestroyed();
}
Transform ICanvasElement.get_transform()
{
return this.transform;
}
/// <summary>
/// <para>Setting that indicates one of four directions.</para>
/// </summary>
public enum Direction
{
LeftToRight,
RightToLeft,
BottomToTop,
TopToBottom,
}
/// <summary>
/// <para>UnityEvent callback for when a scrollbar is scrolled.</para>
/// </summary>
[Serializable]
public class ScrollEvent : UnityEvent<float>
{
}
private enum Axis
{
Horizontal,
Vertical,
}
}
}