using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Events;
using UnityEngine.EventSystems;
using UnityEngine.UI.CoroutineTween;
namespace TMPro
{
[AddComponentMenu("UI/Dropdown - TextMeshPro", 35)]
[RequireComponent(typeof(RectTransform))]
///
/// A standard dropdown that presents a list of options when clicked, of which one can be chosen.
///
///
/// The dropdown component is a Selectable. When an option is chosen, the label and/or image of the control changes to show the chosen option.
///
/// When a dropdown event occurs a callback is sent to any registered listeners of onValueChanged.
///
public class TMP_Dropdown : Selectable, IPointerClickHandler, ISubmitHandler, ICancelHandler
{
protected internal class DropdownItem : MonoBehaviour, IPointerEnterHandler, ICancelHandler
{
[SerializeField]
private TMP_Text m_Text;
[SerializeField]
private Image m_Image;
[SerializeField]
private RectTransform m_RectTransform;
[SerializeField]
private Toggle m_Toggle;
public TMP_Text text { get { return m_Text; } set { m_Text = value; } }
public Image image { get { return m_Image; } set { m_Image = value; } }
public RectTransform rectTransform { get { return m_RectTransform; } set { m_RectTransform = value; } }
public Toggle toggle { get { return m_Toggle; } set { m_Toggle = value; } }
public virtual void OnPointerEnter(PointerEventData eventData)
{
EventSystem.current.SetSelectedGameObject(gameObject);
}
public virtual void OnCancel(BaseEventData eventData)
{
TMP_Dropdown dropdown = GetComponentInParent();
if (dropdown)
dropdown.Hide();
}
}
[Serializable]
///
/// Class to store the text and/or image of a single option in the dropdown list.
///
public class OptionData
{
[SerializeField]
private string m_Text;
[SerializeField]
private Sprite m_Image;
///
/// The text associated with the option.
///
public string text { get { return m_Text; } set { m_Text = value; } }
///
/// The image associated with the option.
///
public Sprite image { get { return m_Image; } set { m_Image = value; } }
public OptionData() { }
public OptionData(string text)
{
this.text = text;
}
public OptionData(Sprite image)
{
this.image = image;
}
///
/// Create an object representing a single option for the dropdown list.
///
/// Optional text for the option.
/// Optional image for the option.
public OptionData(string text, Sprite image)
{
this.text = text;
this.image = image;
}
}
[Serializable]
///
/// Class used internally to store the list of options for the dropdown list.
///
///
/// The usage of this class is not exposed in the runtime API. It's only relevant for the PropertyDrawer drawing the list of options.
///
public class OptionDataList
{
[SerializeField]
private List m_Options;
///
/// The list of options for the dropdown list.
///
public List options { get { return m_Options; } set { m_Options = value; } }
public OptionDataList()
{
options = new List();
}
}
[Serializable]
///
/// UnityEvent callback for when a dropdown current option is changed.
///
public class DropdownEvent : UnityEvent { }
// Template used to create the dropdown.
[SerializeField]
private RectTransform m_Template;
///
/// The Rect Transform of the template for the dropdown list.
///
public RectTransform template { get { return m_Template; } set { m_Template = value; RefreshShownValue(); } }
// Text to be used as a caption for the current value. It's not required, but it's kept here for convenience.
[SerializeField]
private TMP_Text m_CaptionText;
///
/// The Text component to hold the text of the currently selected option.
///
public TMP_Text captionText { get { return m_CaptionText; } set { m_CaptionText = value; RefreshShownValue(); } }
[SerializeField]
private Image m_CaptionImage;
///
/// The Image component to hold the image of the currently selected option.
///
public Image captionImage { get { return m_CaptionImage; } set { m_CaptionImage = value; RefreshShownValue(); } }
[SerializeField]
private Graphic m_Placeholder;
///
/// The placeholder Graphic component. Shown when no option is selected.
///
public Graphic placeholder { get { return m_Placeholder; } set { m_Placeholder = value; RefreshShownValue(); } }
[Space]
[SerializeField]
private TMP_Text m_ItemText;
///
/// The Text component to hold the text of the item.
///
public TMP_Text itemText { get { return m_ItemText; } set { m_ItemText = value; RefreshShownValue(); } }
[SerializeField]
private Image m_ItemImage;
///
/// The Image component to hold the image of the item
///
public Image itemImage { get { return m_ItemImage; } set { m_ItemImage = value; RefreshShownValue(); } }
[Space]
[SerializeField]
private int m_Value;
[Space]
// Items that will be visible when the dropdown is shown.
// We box this into its own class so we can use a Property Drawer for it.
[SerializeField]
private OptionDataList m_Options = new OptionDataList();
///
/// The list of possible options. A text string and an image can be specified for each option.
///
///
/// This is the list of options within the Dropdown. Each option contains Text and/or image data that you can specify using UI.Dropdown.OptionData before adding to the Dropdown list.
/// This also unlocks the ability to edit the Dropdown, including the insertion, removal, and finding of options, as well as other useful tools
///
/// ///
///
/// //Create a new Dropdown GameObject by going to the Hierarchy and clicking Create>UI>Dropdown - TextMeshPro. Attach this script to the Dropdown GameObject.
///
/// using UnityEngine;
/// using UnityEngine.UI;
/// using System.Collections.Generic;
/// using TMPro;
///
/// public class Example : MonoBehaviour
/// {
/// //Use these for adding options to the Dropdown List
/// TMP_Dropdown.OptionData m_NewData, m_NewData2;
/// //The list of messages for the Dropdown
/// List m_Messages = new List();
///
///
/// //This is the Dropdown
/// TMP_Dropdown m_Dropdown;
/// string m_MyString;
/// int m_Index;
///
/// void Start()
/// {
/// //Fetch the Dropdown GameObject the script is attached to
/// m_Dropdown = GetComponent();
/// //Clear the old options of the Dropdown menu
/// m_Dropdown.ClearOptions();
///
/// //Create a new option for the Dropdown menu which reads "Option 1" and add to messages List
/// m_NewData = new TMP_Dropdown.OptionData();
/// m_NewData.text = "Option 1";
/// m_Messages.Add(m_NewData);
///
/// //Create a new option for the Dropdown menu which reads "Option 2" and add to messages List
/// m_NewData2 = new TMP_Dropdown.OptionData();
/// m_NewData2.text = "Option 2";
/// m_Messages.Add(m_NewData2);
///
/// //Take each entry in the message List
/// foreach (TMP_Dropdown.OptionData message in m_Messages)
/// {
/// //Add each entry to the Dropdown
/// m_Dropdown.options.Add(message);
/// //Make the index equal to the total number of entries
/// m_Index = m_Messages.Count - 1;
/// }
/// }
///
/// //This OnGUI function is used here for a quick demonstration. See the [[wiki:UISystem|UI Section]] for more information about setting up your own UI.
/// void OnGUI()
/// {
/// //TextField for user to type new entry to add to Dropdown
/// m_MyString = GUI.TextField(new Rect(0, 40, 100, 40), m_MyString);
///
/// //Press the "Add" Button to add a new entry to the Dropdown
/// if (GUI.Button(new Rect(0, 0, 100, 40), "Add"))
/// {
/// //Make the index the last number of entries
/// m_Index = m_Messages.Count;
/// //Create a temporary option
/// TMP_Dropdown.OptionData temp = new TMP_Dropdown.OptionData();
/// //Make the option the data from the TextField
/// temp.text = m_MyString;
///
/// //Update the messages list with the TextField data
/// m_Messages.Add(temp);
///
/// //Add the Textfield data to the Dropdown
/// m_Dropdown.options.Insert(m_Index, temp);
/// }
///
/// //Press the "Remove" button to delete the selected option
/// if (GUI.Button(new Rect(110, 0, 100, 40), "Remove"))
/// {
/// //Remove the current selected item from the Dropdown from the messages List
/// m_Messages.RemoveAt(m_Dropdown.value);
/// //Remove the current selection from the Dropdown
/// m_Dropdown.options.RemoveAt(m_Dropdown.value);
/// }
/// }
/// }
///
///
public List options
{
get { return m_Options.options; }
set { m_Options.options = value; RefreshShownValue(); }
}
[Space]
// Notification triggered when the dropdown changes.
[SerializeField]
private DropdownEvent m_OnValueChanged = new DropdownEvent();
///
/// A UnityEvent that is invoked when a user has clicked one of the options in the dropdown list.
///
///
/// Use this to detect when a user selects one or more options in the Dropdown. Add a listener to perform an action when this UnityEvent detects a selection by the user. See https://unity3d.com/learn/tutorials/topics/scripting/delegates for more information on delegates.
///
///
///
/// //Create a new Dropdown GameObject by going to the Hierarchy and clicking Create>UI>Dropdown - TextMeshPro. Attach this script to the Dropdown GameObject.
/// //Set your own Text in the Inspector window
///
/// using UnityEngine;
/// using UnityEngine.UI;
/// using TMPro;
///
/// public class Example : MonoBehaviour
/// {
/// TMP_Dropdown m_Dropdown;
/// public Text m_Text;
///
/// void Start()
/// {
/// //Fetch the Dropdown GameObject
/// m_Dropdown = GetComponent();
/// //Add listener for when the value of the Dropdown changes, to take action
/// m_Dropdown.onValueChanged.AddListener(delegate {
/// DropdownValueChanged(m_Dropdown);
/// });
///
/// //Initialize the Text to say the first value of the Dropdown
/// m_Text.text = "First Value : " + m_Dropdown.value;
/// }
///
/// //Output the new value of the Dropdown into Text
/// void DropdownValueChanged(TMP_Dropdown change)
/// {
/// m_Text.text = "New Value : " + change.value;
/// }
/// }
///
///
public DropdownEvent onValueChanged { get { return m_OnValueChanged; } set { m_OnValueChanged = value; } }
[SerializeField]
private float m_AlphaFadeSpeed = 0.15f;
///
/// The time interval at which a drop down will appear and disappear
///
public float alphaFadeSpeed { get { return m_AlphaFadeSpeed; } set { m_AlphaFadeSpeed = value; } }
private GameObject m_Dropdown;
private GameObject m_Blocker;
private List m_Items = new List();
private TweenRunner m_AlphaTweenRunner;
private bool validTemplate = false;
private Coroutine m_Coroutine = null;
private static OptionData s_NoOptionData = new OptionData();
///
/// The Value is the index number of the current selection in the Dropdown. 0 is the first option in the Dropdown, 1 is the second, and so on.
///
///
///
/// //Create a new Dropdown GameObject by going to the Hierarchy and clicking Create>UI>Dropdown - TextMeshPro. Attach this script to the Dropdown GameObject.
/// //Set your own Text in the Inspector window
///
/// using UnityEngine;
/// using UnityEngine.UI;
/// using TMPro;
///
/// public class Example : MonoBehaviour
/// {
/// //Attach this script to a Dropdown GameObject
/// TMP_Dropdown m_Dropdown;
/// //This is the string that stores the current selection m_Text of the Dropdown
/// string m_Message;
/// //This Text outputs the current selection to the screen
/// public Text m_Text;
/// //This is the index value of the Dropdown
/// int m_DropdownValue;
///
/// void Start()
/// {
/// //Fetch the DropDown component from the GameObject
/// m_Dropdown = GetComponent();
/// //Output the first Dropdown index value
/// Debug.Log("Starting Dropdown Value : " + m_Dropdown.value);
/// }
///
/// void Update()
/// {
/// //Keep the current index of the Dropdown in a variable
/// m_DropdownValue = m_Dropdown.value;
/// //Change the message to say the name of the current Dropdown selection using the value
/// m_Message = m_Dropdown.options[m_DropdownValue].text;
/// //Change the on screen Text to reflect the current Dropdown selection
/// m_Text.text = m_Message;
/// }
/// }
///
///
public int value
{
get
{
return m_Value;
}
set
{
SetValue(value);
}
}
///
/// Set index number of the current selection in the Dropdown without invoking onValueChanged callback.
///
/// The new index for the current selection.
public void SetValueWithoutNotify(int input)
{
SetValue(input, false);
}
void SetValue(int value, bool sendCallback = true)
{
if (Application.isPlaying && (value == m_Value || options.Count == 0))
return;
m_Value = Mathf.Clamp(value, m_Placeholder ? -1 : 0, options.Count - 1);
RefreshShownValue();
if (sendCallback)
{
// Notify all listeners
UISystemProfilerApi.AddMarker("Dropdown.value", this);
m_OnValueChanged.Invoke(m_Value);
}
}
public bool IsExpanded { get { return m_Dropdown != null; } }
protected TMP_Dropdown() { }
protected override void Awake()
{
//#if UNITY_EDITOR
// if (!Application.isPlaying)
// return;
//#endif
m_AlphaTweenRunner = new TweenRunner();
m_AlphaTweenRunner.Init(this);
if (m_CaptionImage)
m_CaptionImage.enabled = (m_CaptionImage.sprite != null);
if (m_Template)
m_Template.gameObject.SetActive(false);
}
protected override void Start()
{
base.Start();
RefreshShownValue();
}
#if UNITY_EDITOR
protected override void OnValidate()
{
base.OnValidate();
if (!IsActive())
return;
RefreshShownValue();
}
#endif
protected override void OnDisable()
{
//Destroy dropdown and blocker in case user deactivates the dropdown when they click an option (case 935649)
ImmediateDestroyDropdownList();
if (m_Blocker != null)
DestroyBlocker(m_Blocker);
m_Blocker = null;
base.OnDisable();
}
///
/// Refreshes the text and image (if available) of the currently selected option.
///
///
/// If you have modified the list of options, you should call this method afterwards to ensure that the visual state of the dropdown corresponds to the updated options.
///
public void RefreshShownValue()
{
OptionData data = s_NoOptionData;
if (options.Count > 0 && m_Value >= 0)
data = options[Mathf.Clamp(m_Value, 0, options.Count - 1)];
if (m_CaptionText)
{
if (data != null && data.text != null)
m_CaptionText.text = data.text;
else
m_CaptionText.text = "";
}
if (m_CaptionImage)
{
if (data != null)
m_CaptionImage.sprite = data.image;
else
m_CaptionImage.sprite = null;
m_CaptionImage.enabled = (m_CaptionImage.sprite != null);
}
if (m_Placeholder)
{
m_Placeholder.enabled = options.Count == 0 || m_Value == -1;
}
}
///
/// Add multiple options to the options of the Dropdown based on a list of OptionData objects.
///
/// The list of OptionData to add.
/// ///
/// See AddOptions(List options) for code example of usages.
///
public void AddOptions(List options)
{
this.options.AddRange(options);
RefreshShownValue();
}
///
/// Add multiple text-only options to the options of the Dropdown based on a list of strings.
///
///
/// Add a List of string messages to the Dropdown. The Dropdown shows each member of the list as a separate option.
///
/// The list of text strings to add.
///
///
/// //Create a new Dropdown GameObject by going to the Hierarchy and clicking Create>UI>Dropdown - TextMeshPro. Attach this script to the Dropdown GameObject.
///
/// using System.Collections.Generic;
/// using UnityEngine;
/// using UnityEngine.UI;
/// using TMPro;
///
/// public class Example : MonoBehaviour
/// {
/// //Create a List of new Dropdown options
/// List m_DropOptions = new List { "Option 1", "Option 2"};
/// //This is the Dropdown
/// TMP_Dropdown m_Dropdown;
///
/// void Start()
/// {
/// //Fetch the Dropdown GameObject the script is attached to
/// m_Dropdown = GetComponent();
/// //Clear the old options of the Dropdown menu
/// m_Dropdown.ClearOptions();
/// //Add the options created in the List above
/// m_Dropdown.AddOptions(m_DropOptions);
/// }
/// }
///
///
public void AddOptions(List options)
{
for (int i = 0; i < options.Count; i++)
this.options.Add(new OptionData(options[i]));
RefreshShownValue();
}
///
/// Add multiple image-only options to the options of the Dropdown based on a list of Sprites.
///
/// The list of Sprites to add.
///
/// See AddOptions(List options) for code example of usages.
///
public void AddOptions(List options)
{
for (int i = 0; i < options.Count; i++)
this.options.Add(new OptionData(options[i]));
RefreshShownValue();
}
///
/// Clear the list of options in the Dropdown.
///
public void ClearOptions()
{
options.Clear();
m_Value = m_Placeholder ? -1 : 0;
RefreshShownValue();
}
private void SetupTemplate()
{
validTemplate = false;
if (!m_Template)
{
Debug.LogError("The dropdown template is not assigned. The template needs to be assigned and must have a child GameObject with a Toggle component serving as the item.", this);
return;
}
GameObject templateGo = m_Template.gameObject;
templateGo.SetActive(true);
Toggle itemToggle = m_Template.GetComponentInChildren();
validTemplate = true;
if (!itemToggle || itemToggle.transform == template)
{
validTemplate = false;
Debug.LogError("The dropdown template is not valid. The template must have a child GameObject with a Toggle component serving as the item.", template);
}
else if (!(itemToggle.transform.parent is RectTransform))
{
validTemplate = false;
Debug.LogError("The dropdown template is not valid. The child GameObject with a Toggle component (the item) must have a RectTransform on its parent.", template);
}
else if (itemText != null && !itemText.transform.IsChildOf(itemToggle.transform))
{
validTemplate = false;
Debug.LogError("The dropdown template is not valid. The Item Text must be on the item GameObject or children of it.", template);
}
else if (itemImage != null && !itemImage.transform.IsChildOf(itemToggle.transform))
{
validTemplate = false;
Debug.LogError("The dropdown template is not valid. The Item Image must be on the item GameObject or children of it.", template);
}
if (!validTemplate)
{
templateGo.SetActive(false);
return;
}
DropdownItem item = itemToggle.gameObject.AddComponent();
item.text = m_ItemText;
item.image = m_ItemImage;
item.toggle = itemToggle;
item.rectTransform = (RectTransform)itemToggle.transform;
// Find the Canvas that this dropdown is a part of
Canvas parentCanvas = null;
Transform parentTransform = m_Template.parent;
while (parentTransform != null)
{
parentCanvas = parentTransform.GetComponent