TextButton.cs
1.69 KB
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using System;
using JetBrains.Annotations;
using Unity.Cloud.Collaborate.UserInterface;
using UnityEditor;
using UnityEngine;
using UnityEngine.UIElements;
namespace Unity.Cloud.Collaborate.Components {
internal class TextButton : TextElement
{
public const string UssClassName = "unity-text-button";
static readonly string k_StylePath = $"{CollaborateWindow.StylePath}/{nameof(TextButton)}.uss";
public event Action Clicked;
[UsedImplicitly]
public TextButton() : this(null)
{
}
public TextButton([CanBeNull] Action clickEvent = null)
{
AddToClassList(UssClassName);
styleSheets.Add(AssetDatabase.LoadAssetAtPath<StyleSheet>(k_StylePath));
Clicked += clickEvent;
this.AddManipulator(new Clickable(OnClick));
}
void OnClick()
{
Clicked?.Invoke();
Blur();
}
public override bool canGrabFocus { get; } = true;
/// <summary>
/// Catch the enter key event to allow for tab & enter UI navigation.
/// </summary>
/// <param name="evt">Event to check.</param>
protected override void ExecuteDefaultActionAtTarget(EventBase evt)
{
base.ExecuteDefaultActionAtTarget(evt);
// Catch enter key being pressed.
if (!(evt is KeyDownEvent downEvent)) return;
if ((downEvent.keyCode != KeyCode.KeypadEnter) && (downEvent.keyCode != KeyCode.Return)) return;
Clicked?.Invoke();
downEvent.StopPropagation();
}
[UsedImplicitly]
public new class UxmlFactory : UxmlFactory<TextButton, UxmlTraits> {}
}
}