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using UILib;
using UnityEngine;
public class XUIInput : XUIObject, IXUIInput
{
protected override void OnAwake()
{
base.OnAwake();
m_uiInput = GetComponent<UIInput>();
if (null == m_uiInput)
{
Debug.LogError("null == m_uiInput");
}
}
public void selected(bool value)
{
m_uiInput.isSelected = value;
}
public string GetText()
{
if (null != m_uiInput)
{
return m_uiInput.value;
}
return "";
}
public void SetText(string strText)
{
if (null != m_uiInput)
{
m_uiInput.value = strText;
}
}
public void SetDefault(string strText)
{
if(null != m_uiInput)
{
m_uiInput.defaultText = strText;
}
}
public string GetDefault()
{
if (null != m_uiInput)
{
return m_uiInput.defaultText;
}
return "";
}
public void RegisterKeyTriggeredEventHandler(InputKeyTriggeredEventHandler eventHandler)
{
//UIEventListener.Get(this.gameObject).onKey = OnKeyHehe;
EventDelegate.Add(m_uiInput.onKeyTriggered, OnKeyTriggered);
m_keyTriggerEventHandler = eventHandler;
}
public void OnKeyTriggered()
{
if (m_keyTriggerEventHandler != null)
m_keyTriggerEventHandler(this, UIInput.current.recentKey);
}
public void RegisterSubmitEventHandler(InputSubmitEventHandler eventHandler)
{
//UIEventListener.Get(this.gameObject).onKey = OnKeyHehe;
EventDelegate.Add(m_uiInput.onSubmit, OnSubmit);
m_submitEventHandler = eventHandler;
}
public void OnSubmit()
{
if (m_submitEventHandler != null)
m_submitEventHandler(this);
}
public void RegisterChangeEventHandler(InputChangeEventHandler eventHandler)
{
EventDelegate.Add(m_uiInput.onChange, OnChange);
m_changeEventHandler = eventHandler;
}
public void OnChange()
{
if(m_changeEventHandler != null)
m_changeEventHandler(this);
}
public void SetCharacterLimit(int num)
{
m_uiInput.characterLimit = num;
}
UIInput m_uiInput = null;
InputKeyTriggeredEventHandler m_keyTriggerEventHandler;
InputSubmitEventHandler m_submitEventHandler;
InputChangeEventHandler m_changeEventHandler;
}
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