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for (int i = 0; i < this.tabContainer.transform.childCount; i++) + for (int i = 0; i < this.tabContainerContent.transform.childCount; i++) { - Destroy(this.tabContainer.transform.GetChild(i).gameObject); + Destroy(this.tabContainerContent.transform.GetChild(i).gameObject); Destroy(this.scrollContainer.transform.GetChild(i).gameObject); } @@ -453,12 +456,12 @@ namespace QuestAppLauncher SetGridSize(gridContent, config.gridSize.rows, config.gridSize.cols); // Create tab - var tab = (GameObject)Instantiate(this.prefabTab, this.tabContainer.transform); + var tab = (GameObject)Instantiate(this.prefabTab, this.tabContainerContent.transform); tab.GetComponentInChildren().text = tabName; var toggle = tab.GetComponent(); toggle.isOn = isFirstTab; - toggle.group = this.tabContainer.GetComponent(); + toggle.group = this.tabContainerContent.GetComponent(); toggle.onValueChanged.AddListener(scrollView.SetActive); if (isNoneTab) @@ -473,6 +476,10 @@ namespace QuestAppLauncher gridContents[tabName] = scrollView.GetComponent().content.gameObject; } + // Refresh tab prev / next buttons + this.tabContainer.GetComponent().RefreshScrollContent(tabs.Count); + this.tabContainer.GetComponent().Refresh(); + // Populate grid with app information (name & icon) // Sort by app name foreach (var app in apps.OrderBy(key => key.Value.AppName)) diff --git a/Assets/ScrollButtonHandler.cs b/Assets/ScrollButtonHandler.cs new file mode 100644 index 0000000..c6c7ba9 --- /dev/null +++ b/Assets/ScrollButtonHandler.cs @@ -0,0 +1,97 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; +using UnityEngine.EventSystems; + +namespace QuestAppLauncher +{ + public class ScrollButtonHandler : MonoBehaviour + { + // Child object, used to determine size + public GameObject prefabChild; + + // Scroll content + public RectTransform content; + + [Tooltip("Button to go to the previous page")] + public Button PrevButton; + + [Tooltip("Button to go to the next page")] + public Button NextButton; + + // Width of child object + private float childWidth; + + // Current rect transform + private RectTransform rectTransform; + + private const float CmToInch = 2.54f; + private const float DragThresholdCM = 50f; + + // Start is called before the first frame update + void Start() + { + this.PrevButton.onClick.AddListener(() => { ScrollPrev(); }); + this.NextButton.onClick.AddListener(() => { ScrollNext(); }); + + this.PrevButton.gameObject.SetActive(false); + this.NextButton.gameObject.SetActive(false); + + this.rectTransform = GetComponent(); + this.childWidth = this.prefabChild.GetComponent().sizeDelta.x; + + RefreshScrollContent(0); + + SetPhysicalDragThreshold(); + } + + // Update is called once per frame + void Update() + { + + } + + public void RefreshScrollContent(int numChildren) + { + Canvas.ForceUpdateCanvases(); + + float contentSize = numChildren * this.childWidth; + + if (this.rectTransform.sizeDelta.x >= contentSize) + { + // Viewport can fit the content, so hide the buttons + this.PrevButton.gameObject.SetActive(false); + this.NextButton.gameObject.SetActive(false); + } + else + { + this.PrevButton.gameObject.SetActive(true); + this.NextButton.gameObject.SetActive(true); + } + } + + public void SetPhysicalDragThreshold() + { + Debug.LogFormat("Drag threshold: {0}", EventSystem.current.pixelDragThreshold); + + EventSystem.current.pixelDragThreshold = (int)(DragThresholdCM * Screen.dpi / CmToInch); + Debug.LogFormat("Updated drag threshold: {0}", EventSystem.current.pixelDragThreshold); + } + + public void ScrollPrev() + { + Vector2 newPosition = new Vector2(this.content.transform.localPosition.x + this.childWidth, + this.content.transform.localPosition.y); + this.content.transform.localPosition = newPosition; + this.NextButton.interactable = true; + } + + public void ScrollNext() + { + Vector2 newPosition = new Vector2(this.content.transform.localPosition.x - this.childWidth, this.content.transform.localPosition.y); + this.content.transform.localPosition = newPosition; + this.PrevButton.interactable = true; + } + } +} diff --git a/Assets/ScrollButtonHandler.cs.meta b/Assets/ScrollButtonHandler.cs.meta new file mode 100644 index 0000000..04ed127 --- /dev/null +++ b/Assets/ScrollButtonHandler.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 390013d26c40ccd4ab21b46bd10bf9dc +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScrollRectColliderMask.cs b/Assets/ScrollRectColliderMask.cs new file mode 100644 index 0000000..2f22ae1 --- /dev/null +++ b/Assets/ScrollRectColliderMask.cs @@ -0,0 +1,66 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using ControllerSelection; + +public class ScrollRectColliderMask : MonoBehaviour +{ + // Content + public RectTransform content; + + // Tracking space used for ray cast + public Transform trackingSpace = null; + + // Box collider used for ray cast + private BoxCollider boxCollider = null; + + // Whether the pointer is within bounds of the scroll rect + private bool isInBounds = true; + private bool isInitialized = false; + + private OVRInput.Controller activeController = OVRInput.Controller.None; + + // Start is called before the first frame update + void Start() + { + this.boxCollider = GetComponent(); + } + + public void Refresh() + { + this.isInBounds = true; + } + + // Update is called once per frame + void Update() + { + this.activeController = OVRInputHelpers.GetControllerForButton(OVRInput.Button.PrimaryIndexTrigger, this.activeController); + Ray pointer = OVRInputHelpers.GetSelectionRay(this.activeController, this.trackingSpace); + + RaycastHit hit; + if (this.boxCollider.Raycast(pointer, out hit, 500)) + { + // We got a hit in the scroll view. 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