UIScrollList Class Reference

Inheritance diagram for UIScrollList:
IUIObject IEZDragDrop

List of all members.

Public Types

enum  ORIENTATION
enum  DIRECTION { TtoB_LtoR, BtoT_RtoL }
enum  ALIGNMENT { LEFT_TOP, CENTER, RIGHT_BOTTOM }
 

Determines how items will be aligned within the list when added.

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Public Member Functions

delegate void ItemSnappedDelegate (IUIListObject item)
 Delegate definition for a delegate that receives a notification when the list snaps to an item.
void UpdateCamera ()
 Updates any camera-dependent settings, such as the calculated pixel-perfect size. Use this with BroadcastMessage() to do bulk re-calculation of object sizes whenever your screensize/resolution changes at runtime.
void ScrollListTo (float pos)
 Scrolls the list directly to the position indicated (0-1).
void ScrollToItem (IUIListObject item, float scrollTime, EZAnimation.EASING_TYPE easing)
 Scrolls the list to the specified item in the specified number of seconds.
void ScrollToItem (int index, float scrollTime, EZAnimation.EASING_TYPE easing)
 Scrolls the list to the specified item in the specified number of seconds.
void ScrollToItem (IUIListObject item, float scrollTime)
 Scrolls the list to the specified item in the specified number of seconds.
void ScrollToItem (int index, float scrollTime)
 Scrolls the list to the specified item in the specified number of seconds.
void SetViewableAreaPixelDimensions (Camera cam, int width, int height)
 Sizes the viewable area of the scroll list using pixel dimensions as the unit of measurement.
void InsertItem (IUIListObject item, int position)
 Inserts a list item at the specified position in the list.
void InsertItem (IUIListObject item, int position, bool doEasing)
 Inserts a list item at the specified position in the list.
void InsertItem (IUIListObject item, int position, string text)
 Inserts a list item at the specified position in the list.
void InsertItem (IUIListObject item, int position, string text, bool doEasing)
 Inserts a list item at the specified position in the list.
void AddItem (GameObject itemGO)
 Adds an item to the end of the list. NOTE: For proper appearance, list items should each be of uniform width when the list is vertical, and of uniform height when the list is horizontal. Besides that, list items can vary in size.
void AddItem (IUIListObject item)
 Adds an item to the end of the list. NOTE: For proper appearance, list items should each be of uniform width when the list is vertical, and of uniform height when the list is horizontal. Besides that, list items can vary in size.
void AddItem (IUIListObject item, string text)
 Adds an item to the end of the list. NOTE: For proper appearance, list items should each be of uniform width when the list is vertical, and of uniform height when the list is horizontal. Besides that, list items can vary in size.
IUIListObject CreateItem (GameObject prefab)
 Instantiates a new list item based on the prefab to clone, adds it to the end of the list and returns a reference to it. NOTE: The prefab/GameObject is required to have a component that implements IUIListObject. NOTE: For proper appearance, list items should each be of uniform width when the list is vertical, and of uniform height when the list is horizontal. Besides that, list items can vary in size.
IUIListObject CreateItem (GameObject prefab, string text)
 Instantiates a new list item based on the prefab to clone, adds it to the end of the list and returns a reference to it. NOTE: The prefab/GameObject is required to have a component that implements IUIListObject. NOTE: For proper appearance, list items should each be of uniform width when the list is vertical, and of uniform height when the list is horizontal. Besides that, list items can vary in size.
IUIListObject CreateItem (GameObject prefab, int position, bool doEasing)
 Instantiates a new list item based on the prefab to clone, adds it to the list at the position specified by "position" and returns a reference to it. NOTE: The prefab/GameObject is required to have a component that implements IUIListObject. NOTE: For proper appearance, list items should each be of uniform width when the list is vertical, and of uniform height when the list is horizontal. Besides that, list items can vary in size.
IUIListObject CreateItem (GameObject prefab, int position)
 Instantiates a new list item based on the prefab to clone, adds it to the list at the position specified by "position" and returns a reference to it. NOTE: The prefab/GameObject is required to have a component that implements IUIListObject. NOTE: For proper appearance, list items should each be of uniform width when the list is vertical, and of uniform height when the list is horizontal. Besides that, list items can vary in size.
IUIListObject CreateItem (GameObject prefab, int position, string text)
 Instantiates a new list item based on the prefab to clone, adds it to the list at the position specified by "position" and returns a reference to it. NOTE: The prefab/GameObject is required to have a component that implements IUIListObject. NOTE: For proper appearance, list items should each be of uniform width when the list is vertical, and of uniform height when the list is horizontal. Besides that, list items can vary in size.
IUIListObject CreateItem (GameObject prefab, int position, string text, bool doEasing)
 Instantiates a new list item based on the prefab to clone, adds it to the list at the position specified by "position" and returns a reference to it. NOTE: The prefab/GameObject is required to have a component that implements IUIListObject. NOTE: For proper appearance, list items should each be of uniform width when the list is vertical, and of uniform height when the list is horizontal. Besides that, list items can vary in size.
void PositionItems ()
 Positions list items according to the current scroll position.
void RepositionItems ()
 Repositions list items according to the current scroll position, and adjusts for any change in the items' extents.
void SetSelectedItem (int index)
 Sets the item at the specified index as the currently selected item.
IUIListObject GetItem (int index)
 Returns a reference to the specified list item.
void RemoveItem (int index, bool destroy)
 Removes the item at the specified index. Remaining items are repositioned to fill the gap. The removed item is destroyed if 'destroy' is true. Otherwise, it is deactivated.
void RemoveItem (int index, bool destroy, bool doEasing)
 Removes the item at the specified index. Remaining items are repositioned to fill the gap. The removed item is destroyed if 'destroy' is true. Otherwise, it is deactivated.
void RemoveItem (IUIListObject item, bool destroy)
 Removes the specified item. Remaining items are repositioned to fill the gap. The removed item is destroyed if 'destroy' is true. Otherwise, it is deactivated.
void RemoveItem (IUIListObject item, bool destroy, bool doEasing)
 Removes the specified item. Remaining items are repositioned to fill the gap. The removed item is destroyed if 'destroy' is true. Otherwise, it is deactivated.
void ClearList (bool destroy)
 Empties the contents of the list entirely. Destroys the items if instructed, otherwise it just deactivates them.
void OnInput (POINTER_INFO ptr)
 This is where input handling code should go in any derived class.
void SetInputDelegate (EZInputDelegate del)
 Sets the method to be called when input occurs (input is forwarded from OnInput()). NOTE: This will replace any and all delegates which have been set or added previously. If you are unsure if any delegates are already registered, use AddInputDelegate() instead, or RemoveInputDelegate() to unset a previously registered delegate. Only use this when you are sure you want to replace all previously registered delegates.
void AddInputDelegate (EZInputDelegate del)
 Adds a method to be called when input occurs (input is forwarded from OnInput()).
void RemoveInputDelegate (EZInputDelegate del)
 Removes a method added with AddInputDelegate().
void SetValueChangedDelegate (EZValueChangedDelegate del)
 Sets the method to be called when the value of a control changes (such as a checkbox changing from false to true, or a slider being moved). NOTE: This will replace any and all delegates which have been set or added previously. If you are unsure if any delegates are already registered, use AddValueChangedDelegate() instead, or RemoveValueChangedDelegate() to unset a previously registered delegate. Only use this when you are sure you want to replace all previously registered delegates.
void AddValueChangedDelegate (EZValueChangedDelegate del)
 Adds a method to be called when the value of a control changes (such as a checkbox changing from false to true, or a slider being moved).
void RemoveValueChangedDelegate (EZValueChangedDelegate del)
 Removes a method added with AddValueChangedDelegate().
void AddItemSnappedDelegate (ItemSnappedDelegate del)
 Adds a delegate to be called when the list snaps to an item.
void RemoveItemSnappedDelegate (ItemSnappedDelegate del)
 Removes a delegate from the list of those to be called when the list snaps to an item.
void CancelDrag ()
 Cancels any pending drag and drop operation.
void AddDragDropDelegate (EZDragDropDelegate del)
 Adds a delegate to be called with drag and drop notifications.
void RemoveDragDropDelegate (EZDragDropDelegate del)
 Removes a delegate from the list of those to be called with drag and drop notifications.
void SetDragDropDelegate (EZDragDropDelegate del)
 Sets the delegate to be called with drag and drop notifications. NOTE: This will replace any previously registered delegates.

Static Public Member Functions

static UIScrollList Create (string name, Vector3 pos)
 Creates a GameObject and attaches this component type to it.
static UIScrollList Create (string name, Vector3 pos, Quaternion rotation)
 Creates a GameObject and attaches this component type to it.

Public Attributes

bool touchScroll = true
 When true, scrolling will operate like a scrollable list on an iPhone - when a pointing device (normally a finger) is dragged across it, it scrolls and coasts to an eventual stop if not stopped manually.
float scrollWheelFactor = 100f
 The factor by which any mouse scrollwheel delta is multiplied to arrive at how far the list should be scrolled in response. To make your list scroll faster or slower in response to mousewheel input, increase or decrease this value, respectively.
float scrollDecelCoef = 0.04f
 The scroll deceleration coefficient. This value determines how quickly a touch scroll will coast to a stop. When using snapping, this also essentially determines which item will be snapped to when the list is let go. If you want to always scroll one item at a time, for example, set this value high.
bool snap = false
 When true, the scroll position will "snap" so that the item nearest the center of the list will snap to the center, provided it wouldn't take us past the edge of the list.
float minSnapDuration = 1f
 The minimum number of seconds a snap should last.
EZAnimation.EASING_TYPE snapEasing = EZAnimation.EASING_TYPE.ExponentialOut
 The type of easing to use when snapping to an item.
UISlider slider
 An optional slider control that will control the scroll position of the list.
ORIENTATION orientation
 The orientation of the list - horizontal or vertical.
DIRECTION direction = DIRECTION.TtoB_LtoR
 Determines whether items will be added to the list from top-to-bottom and left-to-right, or from bottom-to-top and right-to-left. See UIScrollList.DIRECTION [DIRECTION].
ALIGNMENT alignment = ALIGNMENT.CENTER
 Determines how the items will be aligned in the list when added. See UIScrollList.ALIGNMENT [ALIGNMENT].
Vector2 viewableArea
 The extents of the viewable area, in local space units. The contents of the list will be clipped to this area. Ex: If an area of 10x10 is specified, the list contents will be clipped 5 units above the center of the scroll list's GameObject, 5 units below, and 5 units on either side.
bool unitsInPixels = false
 When true, the viewableArea itemSpacing, etc, are interpreted as being specified in screen pixels.
Camera renderCamera
 The camera that will render this list. This needs to be set when unitsInPixels is set to true or when you have prefab items that need to know which camera to use to size themselves.
float itemSpacing
 Empty space to put between each list item.
bool spacingAtEnds = true
 When set to true, the itemSpacing value will be applied before the first item, and after the last so as to "pad" the first and last items a bit from the edge. If false, the first and last items will be flush with the edges of the viewable area.
float extraEndSpacing = 0
 Adds the specified amount of extra space to the ends of the list (before the first item, and after the last). This value is in local units if "unitsInPixels" is false, or in pixels if it is true.
bool activateWhenAdding = true
 When true, items added or inserted to this list will be activated recursively. This is STRONGLY recommended when using managed sprites/controls.
bool clipContents = true
 When true, the contents of the list will be clipped to the viewable area. Otherwise, the content will extend beyond the specified viewable area.
bool clipWhenMoving = false
 When true, items will be clipped each frame in which it is detected that the list has moved, rotated, or scaled. Use this if you are having clipping errors after scaling, rotating, etc, a list as part of a panel transition, etc. Leave set to false otherwise to improve performance.
bool positionItemsImmediately = true
 When set to true, items added to the list will be positioned in the list immediately so that any immediately following code that does something to the list that depends on the new item positioning such as ScrollToItem(), etc, will take the new list contents into account. Otherwise, if left set to false, items are positioned in the list at the end of the frame in which they were added (inside LateUpdate()). If you are adding lots of items to a list in batches, you can save a lot of performance by setting this setting to false so that the items all get positioned in one batch. But if you are having problems with ScrollToItem() or other similar features not working when called immediately after adding items to the list, set this setting to true.
float dragThreshold = float.NaN
 Distance the pointer must travel beyond which when it is released, the item under the pointer will not be considered to have been selected. This allows touch scrolling without inadvertently selecting the item under the pointer.
GameObject[] sceneItems = new GameObject[0]
 Optional array of items in the scene that are to be added to the list on startup. These will be added before the items in the prefabItems array.
PrefabListItem[] prefabItems = new PrefabListItem[0]
 Optional array of item prefabs that are to be added to the list on startup. These will be added after the items in the sceneItems array.
MonoBehaviour scriptWithMethodToInvoke
 Reference to the script component with the method you wish to invoke when an item is selected.
string methodToInvokeOnSelect
 A string containing the name of the method to be invoked when an item is selected.
SpriteManager manager
 (Optional) Manager to which instantiated list items should be added once created. If none is set, sprites must either be unmanaged, or must already have been added to a manager.
bool detargetOnDisable = false
 When set to true, the control will instruct any pointers which have it as their target to de-target them. Use this if you are deactivating a control and want no input to go to it. It is strongly recommended NOT to use this feature on any control that appears in a scroll list, or else you may be unable to scroll past the edge of the list's viewable area.
EZAnimation.EASING_TYPE positionEasing = EZAnimation.EASING_TYPE.ExponentialOut
 The easing to use to reposition items in the list when items are inserted to, or removed from, the list.
float positionEaseDuration = 0.5f
 The duration of the position easing, in seconds.
float positionEaseDelay = 0
 The delay of the position easing, in seconds.
bool blockInputWhileEasing = true
 Indicates whether or not input should be blocked while items are easing into place. It is recommended to leave this at the default value of true.
bool repositionOnEnable = true
 When true, the content of the list will be re-laid out whenever the list object becomes active (enabled).

Properties

float ScrollPosition [get, set]
 Sets or retrieves the scroll position of the list. The position is given as a value between 0 and 1. 0 indicates the beginning of the list, 1 the end.
IUIListObject SnappedItem [get]
 The item to which the list is snapped, or is in the process of snapping. Only gets set when "Snap" is enabled, or when ScrollToItem() is used to scroll directly to a particular item.
float ContentExtents [get]
 The length of the content, from start to end.
float UnviewableArea [get]
 The total size of the portions of the list not able to fit into the viewable area at any given time.
IUIListObject SelectedItem [get, set]
 Accessor that returns a reference to the currently selected item. Null is returned if no item is currently selected. Can also be used to set the currently selected item.
IUIObject LastClickedControl [get]
 The last control to have been clicked. This can be used for easily accessing nested children inside a UIListItemContainer, but can be used for any control that implements IUIObject.
int Count [get]
 Returns the number of items currently in the list.
bool controlIsEnabled [get, set]
 Controls whether this control is in an enabled state or not. If it is not, input is not processed. This can also be used to cause a control to take on a "grayed out" appearance when disabled.
virtual bool DetargetOnDisable [get, set]
 When set to true, the control will instruct any pointers which have it as their target to de-target them. Use this if you are deactivating a control and want no input to go to it. It is strongly recommended NOT to use this feature on any control that appears in a scroll list, or else you may be unable to scroll past the edge of the list's viewable area.
object Data [get, set]
 Holds "boxed" data for the control. This can be used to associate any object or value with the control for later reference and use.
bool IsDraggable [get, set]
 Indicates whether the object can be dragged as part of a drag & drop operation.
LayerMask DropMask [get, set]
 A mask which can be used to make the object only be "droppable" on objects in a certain layer. NOTE: This mask is combined with the camera's mask.
float DragOffset [get, set]
 The distance an object being dragged and dropped should be offset toward the camera to ensure it hovers above other objects and controls in the scene.
EZAnimation.EASING_TYPE CancelDragEasing [get, set]
 The type of easing to use to animate the object back to its starting position when a drag operation is cancelled.
float CancelDragDuration [get, set]
 The duration of the easing animation when a drag and drop operation is cancelled.
bool IsDragging [get, set]
 Indicates whether the object is being dragged as part of a drag & drop operation. Setting this value to false while the object is being dragged will cause the drag and drop operation to be cancelled.
GameObject DropTarget [get, set]
 The GameObject over which the object being dragged is hovering and will attempt to be dropped if it let go.
bool DropHandled [get, set]
 In the context of a drag & drop operation, this indicates whether the drop action was handled. If this is not set to true in response to a Dropped message sent to OnEZDragDrop(), the drop will be considered to be unhandled and will result in a cancelled drop, causing the dragged object to return to its original position.

Detailed Description

Acts as a container of list items (basically buttons) and manages them in such a manner as to allow the user to scroll through the list. NOTE: For proper appearance, list items should each be of uniform width when the list is vertical, and of uniform height when the list is horizontal. Besides that, list items can vary in size.


Member Enumeration Documentation

Determines how items will be aligned within the list when added.

Enumerator:
LEFT_TOP 

Items will be aligned to the left edge of the viewable area (if vertical), or the top edge (if horizontal).

CENTER 

Items will be centered within the viewable area.

RIGHT_BOTTOM 

Items will be aligned to the right edge of the viewable area (if vertical), or the bottom edge (if horizontal).

Determines whether items will be added to the list from top-to-bottom and left-to-right, or from bottom-to-top and right-to-left.

Enumerator:
TtoB_LtoR 

Items will be added top-to-bottom, or left-to-right, depending on orientation.

BtoT_RtoL 

Items will be added bottom-to-top, or left-to-right, depending on orientation.

The possible orientations of a scroll list. HORIZONTAL will cause the list items to be side-by-side, and the list will scroll right and left. VERTICAL will cause the list items to be displayed vertically and the list will scroll up and down.


Member Function Documentation

void UIScrollList.AddDragDropDelegate ( EZDragDropDelegate  del  ) 

Adds a delegate to be called with drag and drop notifications.

Parameters:
del The delegate to add.

Implements IEZDragDrop.

void UIScrollList.AddInputDelegate ( EZInputDelegate  del  ) 

Adds a method to be called when input occurs (input is forwarded from OnInput()).

Parameters:
del A method that conforms to the EZInputDelegate pattern.

Implements IUIObject.

void UIScrollList.AddItem ( IUIListObject  item,
string  text 
)

Adds an item to the end of the list. NOTE: For proper appearance, list items should each be of uniform width when the list is vertical, and of uniform height when the list is horizontal. Besides that, list items can vary in size.

Parameters:
item Reference to the list item to be added.
text Text to display in the item (requires that the item has a TextMesh associated with it, preferably in a child GameObject).
void UIScrollList.AddItem ( IUIListObject  item  ) 

Adds an item to the end of the list. NOTE: For proper appearance, list items should each be of uniform width when the list is vertical, and of uniform height when the list is horizontal. Besides that, list items can vary in size.

Parameters:
item Reference to the list item to be added.
void UIScrollList.AddItem ( GameObject  itemGO  ) 

Adds an item to the end of the list. NOTE: For proper appearance, list items should each be of uniform width when the list is vertical, and of uniform height when the list is horizontal. Besides that, list items can vary in size.

Parameters:
item Reference to a GameObject containing a list item to be added.
void UIScrollList.AddItemSnappedDelegate ( ItemSnappedDelegate  del  ) 

Adds a delegate to be called when the list snaps to an item.

Parameters:
del Delegate to be called.
void UIScrollList.AddValueChangedDelegate ( EZValueChangedDelegate  del  ) 

Adds a method to be called when the value of a control changes (such as a checkbox changing from false to true, or a slider being moved).

Parameters:
del A method that conforms to the EZValueChangedDelegate pattern.

Implements IUIObject.

void UIScrollList.CancelDrag (  ) 

Cancels any pending drag and drop operation.

Implements IEZDragDrop.

void UIScrollList.ClearList ( bool  destroy  ) 

Empties the contents of the list entirely. Destroys the items if instructed, otherwise it just deactivates them.

Parameters:
destroy When true, the list items are actually destroyed. Otherwise, they are deactivated.
static UIScrollList UIScrollList.Create ( string  name,
Vector3  pos,
Quaternion  rotation 
) [static]

Creates a GameObject and attaches this component type to it.

Parameters:
name Name to give to the new GameObject.
pos Position, in world space, where the new object should be created.
rotation Rotation of the object.
Returns:
Returns a reference to the component.
static UIScrollList UIScrollList.Create ( string  name,
Vector3  pos 
) [static]

Creates a GameObject and attaches this component type to it.

Parameters:
name Name to give to the new GameObject.
pos Position, in world space, where the new object should be created.
Returns:
Returns a reference to the component.
IUIListObject UIScrollList.CreateItem ( GameObject  prefab,
int  position,
string  text,
bool  doEasing 
)

Instantiates a new list item based on the prefab to clone, adds it to the list at the position specified by "position" and returns a reference to it. NOTE: The prefab/GameObject is required to have a component that implements IUIListObject. NOTE: For proper appearance, list items should each be of uniform width when the list is vertical, and of uniform height when the list is horizontal. Besides that, list items can vary in size.

Parameters:
prefab GameObject/Prefab which is to be instantiated and added to the end of the list.
position 0-based index where the new item will be placed in the list.
text Text to display in the item (requires that the item has a TextMesh associated with it, preferably in a child GameObject).
doEasing Indicates whether easing should be performed to reposition other items in the list when making room for the inserted item. Only applies if the item is being inserted before another item.
Returns:
Reference to the newly instantiated list item. Null if an error occurred, such as if the prefab does not contain a required component type.
IUIListObject UIScrollList.CreateItem ( GameObject  prefab,
int  position,
string  text 
)

Instantiates a new list item based on the prefab to clone, adds it to the list at the position specified by "position" and returns a reference to it. NOTE: The prefab/GameObject is required to have a component that implements IUIListObject. NOTE: For proper appearance, list items should each be of uniform width when the list is vertical, and of uniform height when the list is horizontal. Besides that, list items can vary in size.

Parameters:
prefab GameObject/Prefab which is to be instantiated and added to the end of the list.
position 0-based index where the new item will be placed in the list.
text Text to display in the item (requires that the item has a TextMesh associated with it, preferably in a child GameObject).
Returns:
Reference to the newly instantiated list item. Null if an error occurred, such as if the prefab does not contain a required component type.
IUIListObject UIScrollList.CreateItem ( GameObject  prefab,
int  position 
)

Instantiates a new list item based on the prefab to clone, adds it to the list at the position specified by "position" and returns a reference to it. NOTE: The prefab/GameObject is required to have a component that implements IUIListObject. NOTE: For proper appearance, list items should each be of uniform width when the list is vertical, and of uniform height when the list is horizontal. Besides that, list items can vary in size.

Parameters:
prefab GameObject/Prefab which is to be instantiated and added to the end of the list.
position 0-based index where the new item will be placed in the list.
Returns:
Reference to the newly instantiated list item. Null if an error occurred, such as if the prefab does not contain a required component type.
IUIListObject UIScrollList.CreateItem ( GameObject  prefab,
int  position,
bool  doEasing 
)

Instantiates a new list item based on the prefab to clone, adds it to the list at the position specified by "position" and returns a reference to it. NOTE: The prefab/GameObject is required to have a component that implements IUIListObject. NOTE: For proper appearance, list items should each be of uniform width when the list is vertical, and of uniform height when the list is horizontal. Besides that, list items can vary in size.

Parameters:
prefab GameObject/Prefab which is to be instantiated and added to the end of the list.
position 0-based index where the new item will be placed in the list.
doEasing Indicates whether easing should be performed to reposition other items in the list when making room for the inserted item. Only applies if the item is being inserted before another item.
Returns:
Reference to the newly instantiated list item. Null if an error occurred, such as if the prefab does not contain a required component type.
IUIListObject UIScrollList.CreateItem ( GameObject  prefab,
string  text 
)

Instantiates a new list item based on the prefab to clone, adds it to the end of the list and returns a reference to it. NOTE: The prefab/GameObject is required to have a component that implements IUIListObject. NOTE: For proper appearance, list items should each be of uniform width when the list is vertical, and of uniform height when the list is horizontal. Besides that, list items can vary in size.

Parameters:
prefab GameObject/Prefab which is to be instantiated and added to the end of the list.
text Text to display in the item (requires that the item has a TextMesh associated with it, preferably in a child GameObject).
Returns:
Reference to the newly instantiated list item. Null if an error occurred, such as if the prefab does not contain a required component type.
IUIListObject UIScrollList.CreateItem ( GameObject  prefab  ) 

Instantiates a new list item based on the prefab to clone, adds it to the end of the list and returns a reference to it. NOTE: The prefab/GameObject is required to have a component that implements IUIListObject. NOTE: For proper appearance, list items should each be of uniform width when the list is vertical, and of uniform height when the list is horizontal. Besides that, list items can vary in size.

Parameters:
prefab GameObject/Prefab which is to be instantiated and added to the end of the list.
Returns:
Reference to the newly instantiated list item. Null if an error occurred, such as if the prefab does not contain a required component type.
IUIListObject UIScrollList.GetItem ( int  index  ) 

Returns a reference to the specified list item.

Parameters:
index Index of the item to retrieve.
Returns:
Reference to the desired list item, null if index is out of range.
void UIScrollList.InsertItem ( IUIListObject  item,
int  position,
string  text,
bool  doEasing 
)

Inserts a list item at the specified position in the list.

Parameters:
item Reference to the item to be inserted into the list.
position 0-based index of the position in the list where the item will be placed.
text Text to display in the item (requires that the item has a TextMesh associated with it, preferably in a child GameObject).
doEasing Indicates whether easing should be performed to reposition other items in the list when making room for the inserted item. Only applies if the item is being inserted before another item.
void UIScrollList.InsertItem ( IUIListObject  item,
int  position,
string  text 
)

Inserts a list item at the specified position in the list.

Parameters:
item Reference to the item to be inserted into the list.
position 0-based index of the position in the list where the item will be placed.
text Text to display in the item (requires that the item has a TextMesh associated with it, preferably in a child GameObject).
void UIScrollList.InsertItem ( IUIListObject  item,
int  position,
bool  doEasing 
)

Inserts a list item at the specified position in the list.

Parameters:
item Reference to the item to be inserted into the list.
position 0-based index of the position in the list where the item will be placed.
doEasing Indicates whether easing should be performed to reposition other items in the list when making room for the inserted item. Only applies if the item is being inserted before another item.
void UIScrollList.InsertItem ( IUIListObject  item,
int  position 
)

Inserts a list item at the specified position in the list.

Parameters:
item Reference to the item to be inserted into the list.
position 0-based index of the position in the list where the item will be placed.
delegate void UIScrollList.ItemSnappedDelegate ( IUIListObject  item  ) 

Delegate definition for a delegate that receives a notification when the list snaps to an item.

Parameters:
item The item to which the list is snapping
void UIScrollList.OnInput ( POINTER_INFO  ptr  ) 

This is where input handling code should go in any derived class.

Parameters:
ptr POINTER_INFO struct that contains information on the pointer that caused the event, as well as the event that occurred.

Implements IUIObject.

void UIScrollList.PositionItems (  ) 

Positions list items according to the current scroll position.

void UIScrollList.RemoveDragDropDelegate ( EZDragDropDelegate  del  ) 

Removes a delegate from the list of those to be called with drag and drop notifications.

Parameters:
del The delegate to add.

Implements IEZDragDrop.

void UIScrollList.RemoveInputDelegate ( EZInputDelegate  del  ) 

Removes a method added with AddInputDelegate().

Parameters:
del A method that conforms to the EZInputDelegate pattern.

Implements IUIObject.

void UIScrollList.RemoveItem ( IUIListObject  item,
bool  destroy,
bool  doEasing 
)

Removes the specified item. Remaining items are repositioned to fill the gap. The removed item is destroyed if 'destroy' is true. Otherwise, it is deactivated.

Parameters:
item Reference to the item to be removed.
destroy Whether or not to destroy the item being removed.
doEasing Indicates whether easing should be performed on the items which will move to fill the void created by removal of this item. Only applies if the item being removed is not at the end of the list.
void UIScrollList.RemoveItem ( IUIListObject  item,
bool  destroy 
)

Removes the specified item. Remaining items are repositioned to fill the gap. The removed item is destroyed if 'destroy' is true. Otherwise, it is deactivated.

Parameters:
item Reference to the item to be removed.
destroy Whether or not to destroy the item being removed.
void UIScrollList.RemoveItem ( int  index,
bool  destroy,
bool  doEasing 
)

Removes the item at the specified index. Remaining items are repositioned to fill the gap. The removed item is destroyed if 'destroy' is true. Otherwise, it is deactivated.

Parameters:
index Index of the item to remove.
destroy Whether or not to destroy the item being removed.
doEasing Indicates whether easing should be performed on the items which will move to fill the void created by removal of this item. Only applies if the item being removed is not at the end of the list.
void UIScrollList.RemoveItem ( int  index,
bool  destroy 
)

Removes the item at the specified index. Remaining items are repositioned to fill the gap. The removed item is destroyed if 'destroy' is true. Otherwise, it is deactivated.

Parameters:
index Index of the item to remove.
destroy Whether or not to destroy the item being removed.
void UIScrollList.RemoveItemSnappedDelegate ( ItemSnappedDelegate  del  ) 

Removes a delegate from the list of those to be called when the list snaps to an item.

Parameters:
del The delegate to remove.
void UIScrollList.RemoveValueChangedDelegate ( EZValueChangedDelegate  del  ) 

Removes a method added with AddValueChangedDelegate().

Parameters:
del A method that conforms to the EZValueChangedDelegate pattern.

Implements IUIObject.

void UIScrollList.RepositionItems (  ) 

Repositions list items according to the current scroll position, and adjusts for any change in the items' extents.

void UIScrollList.ScrollListTo ( float  pos  ) 

Scrolls the list directly to the position indicated (0-1).

Parameters:
pos Position of the list - 0-1 (0 == beginning, 1 == end)
void UIScrollList.ScrollToItem ( int  index,
float  scrollTime 
)

Scrolls the list to the specified item in the specified number of seconds.

Parameters:
index The index of the item to scroll to.
scrollTime The number of seconds the scroll should last.
void UIScrollList.ScrollToItem ( IUIListObject  item,
float  scrollTime 
)

Scrolls the list to the specified item in the specified number of seconds.

Parameters:
item The item to scroll to.
scrollTime The number of seconds the scroll should last.
void UIScrollList.ScrollToItem ( int  index,
float  scrollTime,
EZAnimation.EASING_TYPE  easing 
)

Scrolls the list to the specified item in the specified number of seconds.

Parameters:
index The index of the item to scroll to.
scrollTime The number of seconds the scroll should last.
easing The type of easing to be used for the scroll.
void UIScrollList.ScrollToItem ( IUIListObject  item,
float  scrollTime,
EZAnimation.EASING_TYPE  easing 
)

Scrolls the list to the specified item in the specified number of seconds.

Parameters:
item The item to scroll to.
scrollTime The number of seconds the scroll should last.
easing The type of easing to be used for the scroll.
void UIScrollList.SetDragDropDelegate ( EZDragDropDelegate  del  ) 

Sets the delegate to be called with drag and drop notifications. NOTE: This will replace any previously registered delegates.

Parameters:
del The delegate to add.

Implements IEZDragDrop.

void UIScrollList.SetInputDelegate ( EZInputDelegate  del  ) 

Sets the method to be called when input occurs (input is forwarded from OnInput()). NOTE: This will replace any and all delegates which have been set or added previously. If you are unsure if any delegates are already registered, use AddInputDelegate() instead, or RemoveInputDelegate() to unset a previously registered delegate. Only use this when you are sure you want to replace all previously registered delegates.

Parameters:
del A method that conforms to the EZInputDelegate pattern.

Implements IUIObject.

void UIScrollList.SetSelectedItem ( int  index  ) 

Sets the item at the specified index as the currently selected item.

Parameters:
index The zero-based index of the item.
void UIScrollList.SetValueChangedDelegate ( EZValueChangedDelegate  del  ) 

Sets the method to be called when the value of a control changes (such as a checkbox changing from false to true, or a slider being moved). NOTE: This will replace any and all delegates which have been set or added previously. If you are unsure if any delegates are already registered, use AddValueChangedDelegate() instead, or RemoveValueChangedDelegate() to unset a previously registered delegate. Only use this when you are sure you want to replace all previously registered delegates.

Parameters:
del A method that conforms to the EZValueChangedDelegate pattern.

Implements IUIObject.

void UIScrollList.SetViewableAreaPixelDimensions ( Camera  cam,
int  width,
int  height 
)

Sizes the viewable area of the scroll list using pixel dimensions as the unit of measurement.

Parameters:
cam The camera through which the list will be viewed.
width The width, in pixels, of the list's viewable area.
height The height, in pixels, of the list's viewable area.
void UIScrollList.UpdateCamera (  ) 

Updates any camera-dependent settings, such as the calculated pixel-perfect size. Use this with BroadcastMessage() to do bulk re-calculation of object sizes whenever your screensize/resolution changes at runtime.


Member Data Documentation

When true, items added or inserted to this list will be activated recursively. This is STRONGLY recommended when using managed sprites/controls.

ALIGNMENT UIScrollList.alignment = ALIGNMENT.CENTER

Determines how the items will be aligned in the list when added. See UIScrollList.ALIGNMENT [ALIGNMENT].

Indicates whether or not input should be blocked while items are easing into place. It is recommended to leave this at the default value of true.

When true, the contents of the list will be clipped to the viewable area. Otherwise, the content will extend beyond the specified viewable area.

When true, items will be clipped each frame in which it is detected that the list has moved, rotated, or scaled. Use this if you are having clipping errors after scaling, rotating, etc, a list as part of a panel transition, etc. Leave set to false otherwise to improve performance.

When set to true, the control will instruct any pointers which have it as their target to de-target them. Use this if you are deactivating a control and want no input to go to it. It is strongly recommended NOT to use this feature on any control that appears in a scroll list, or else you may be unable to scroll past the edge of the list's viewable area.

DIRECTION UIScrollList.direction = DIRECTION.TtoB_LtoR

Determines whether items will be added to the list from top-to-bottom and left-to-right, or from bottom-to-top and right-to-left. See UIScrollList.DIRECTION [DIRECTION].

float UIScrollList.dragThreshold = float.NaN

Distance the pointer must travel beyond which when it is released, the item under the pointer will not be considered to have been selected. This allows touch scrolling without inadvertently selecting the item under the pointer.

Adds the specified amount of extra space to the ends of the list (before the first item, and after the last). This value is in local units if "unitsInPixels" is false, or in pixels if it is true.

Empty space to put between each list item.

(Optional) Manager to which instantiated list items should be added once created. If none is set, sprites must either be unmanaged, or must already have been added to a manager.

A string containing the name of the method to be invoked when an item is selected.

The minimum number of seconds a snap should last.

The orientation of the list - horizontal or vertical.

The delay of the position easing, in seconds.

The duration of the position easing, in seconds.

EZAnimation.EASING_TYPE UIScrollList.positionEasing = EZAnimation.EASING_TYPE.ExponentialOut

The easing to use to reposition items in the list when items are inserted to, or removed from, the list.

When set to true, items added to the list will be positioned in the list immediately so that any immediately following code that does something to the list that depends on the new item positioning such as ScrollToItem(), etc, will take the new list contents into account. Otherwise, if left set to false, items are positioned in the list at the end of the frame in which they were added (inside LateUpdate()). If you are adding lots of items to a list in batches, you can save a lot of performance by setting this setting to false so that the items all get positioned in one batch. But if you are having problems with ScrollToItem() or other similar features not working when called immediately after adding items to the list, set this setting to true.

PrefabListItem [] UIScrollList.prefabItems = new PrefabListItem[0]

Optional array of item prefabs that are to be added to the list on startup. These will be added after the items in the sceneItems array.

The camera that will render this list. This needs to be set when unitsInPixels is set to true or when you have prefab items that need to know which camera to use to size themselves.

When true, the content of the list will be re-laid out whenever the list object becomes active (enabled).

GameObject [] UIScrollList.sceneItems = new GameObject[0]

Optional array of items in the scene that are to be added to the list on startup. These will be added before the items in the prefabItems array.

Reference to the script component with the method you wish to invoke when an item is selected.

The scroll deceleration coefficient. This value determines how quickly a touch scroll will coast to a stop. When using snapping, this also essentially determines which item will be snapped to when the list is let go. If you want to always scroll one item at a time, for example, set this value high.

The factor by which any mouse scrollwheel delta is multiplied to arrive at how far the list should be scrolled in response. To make your list scroll faster or slower in response to mousewheel input, increase or decrease this value, respectively.

An optional slider control that will control the scroll position of the list.

bool UIScrollList.snap = false

When true, the scroll position will "snap" so that the item nearest the center of the list will snap to the center, provided it wouldn't take us past the edge of the list.

EZAnimation.EASING_TYPE UIScrollList.snapEasing = EZAnimation.EASING_TYPE.ExponentialOut

The type of easing to use when snapping to an item.

When set to true, the itemSpacing value will be applied before the first item, and after the last so as to "pad" the first and last items a bit from the edge. If false, the first and last items will be flush with the edges of the viewable area.

When true, scrolling will operate like a scrollable list on an iPhone - when a pointing device (normally a finger) is dragged across it, it scrolls and coasts to an eventual stop if not stopped manually.

When true, the viewableArea itemSpacing, etc, are interpreted as being specified in screen pixels.

The extents of the viewable area, in local space units. The contents of the list will be clipped to this area. Ex: If an area of 10x10 is specified, the list contents will be clipped 5 units above the center of the scroll list's GameObject, 5 units below, and 5 units on either side.


Property Documentation

float UIScrollList.CancelDragDuration [get, set]

The duration of the easing animation when a drag and drop operation is cancelled.

Implements IEZDragDrop.

EZAnimation.EASING_TYPE UIScrollList.CancelDragEasing [get, set]

The type of easing to use to animate the object back to its starting position when a drag operation is cancelled.

Implements IEZDragDrop.

float UIScrollList.ContentExtents [get]

The length of the content, from start to end.

bool UIScrollList.controlIsEnabled [get, set]

Controls whether this control is in an enabled state or not. If it is not, input is not processed. This can also be used to cause a control to take on a "grayed out" appearance when disabled.

Implements IUIObject.

int UIScrollList.Count [get]

Returns the number of items currently in the list.

object UIScrollList.Data [get, set]

Holds "boxed" data for the control. This can be used to associate any object or value with the control for later reference and use.

Implements IEZDragDrop.

virtual bool UIScrollList.DetargetOnDisable [get, set]

When set to true, the control will instruct any pointers which have it as their target to de-target them. Use this if you are deactivating a control and want no input to go to it. It is strongly recommended NOT to use this feature on any control that appears in a scroll list, or else you may be unable to scroll past the edge of the list's viewable area.

Implements IUIObject.

float UIScrollList.DragOffset [get, set]

The distance an object being dragged and dropped should be offset toward the camera to ensure it hovers above other objects and controls in the scene.

Implements IEZDragDrop.

bool UIScrollList.DropHandled [get, set]

In the context of a drag & drop operation, this indicates whether the drop action was handled. If this is not set to true in response to a Dropped message sent to OnEZDragDrop(), the drop will be considered to be unhandled and will result in a cancelled drop, causing the dragged object to return to its original position.

Implements IEZDragDrop.

LayerMask UIScrollList.DropMask [get, set]

A mask which can be used to make the object only be "droppable" on objects in a certain layer. NOTE: This mask is combined with the camera's mask.

Implements IEZDragDrop.

GameObject UIScrollList.DropTarget [get, set]

The GameObject over which the object being dragged is hovering and will attempt to be dropped if it let go.

Implements IEZDragDrop.

bool UIScrollList.IsDraggable [get, set]

Indicates whether the object can be dragged as part of a drag & drop operation.

Implements IEZDragDrop.

bool UIScrollList.IsDragging [get, set]

Indicates whether the object is being dragged as part of a drag & drop operation. Setting this value to false while the object is being dragged will cause the drag and drop operation to be cancelled.

Implements IEZDragDrop.

IUIObject UIScrollList.LastClickedControl [get]

The last control to have been clicked. This can be used for easily accessing nested children inside a UIListItemContainer, but can be used for any control that implements IUIObject.

float UIScrollList.ScrollPosition [get, set]

Sets or retrieves the scroll position of the list. The position is given as a value between 0 and 1. 0 indicates the beginning of the list, 1 the end.

IUIListObject UIScrollList.SelectedItem [get, set]

Accessor that returns a reference to the currently selected item. Null is returned if no item is currently selected. Can also be used to set the currently selected item.

IUIListObject UIScrollList.SnappedItem [get]

The item to which the list is snapped, or is in the process of snapping. Only gets set when "Snap" is enabled, or when ScrollToItem() is used to scroll directly to a particular item.

float UIScrollList.UnviewableArea [get]

The total size of the portions of the list not able to fit into the viewable area at any given time.


The documentation for this class was generated from the following file:

Generated on Thu Sep 8 16:31:20 2011 for EZ GUI by  doxygen 1.6.1