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using System;
using UILib;
using UnityEngine;
using XMainClient.UI.UICommon;
namespace XMainClient
{
internal class XChatInputView : DlgBase<XChatInputView, XChatInputBehaviour>
{
public override string fileName
{
get
{
return "Common/ChatInput";
}
}
public override bool autoload
{
get
{
return true;
}
}
private string _tips;
private ChatInputStringBack _func = null;
public ChatInputType inputType = ChatInputType.TEXT;
public void ShowChatInput(ChatInputStringBack func)
{
this._func = func;
this.SetVisible(true, true);
}
protected override void Init()
{
base.Init();
this._tips = XStringDefineProxy.GetString("ChatInput_DefaultTips");
}
public override void RegisterEvent()
{
base.RegisterEvent();
base.uiBehaviour.m_BlackBg.RegisterSpriteClickEventHandler(new SpriteClickEventHandler(this.OnCanCelBlackClick));
base.uiBehaviour.m_SendBtn.RegisterClickEventHandler(new ButtonClickEventHandler(this.OnSendBtnClick));
base.uiBehaviour.m_btnChatpic.RegisterClickEventHandler(new ButtonClickEventHandler(this.OpenEmotion));
}
protected override void OnShow()
{
this.TextInit();
}
protected override void OnHide()
{
this.inputType = ChatInputType.TEXT;
this.SetInputType(this.inputType);
base.OnHide();
}
public void SetInputType(ChatInputType type)
{
this.inputType = type;
base.uiBehaviour.m_btnChatpic.SetVisible(type == ChatInputType.EMOTION);
}
public void SetCharacterLimit(int num)
{
base.uiBehaviour.m_TextInput.SetCharacterLimit(num);
}
private void OnCanCelBlackClick(IXUISprite iSp)
{
this.TextInit();
this.SetVisible(false, true);
}
private bool OnSendBtnClick(IXUIButton btn)
{
bool flag = this._func != null;
if (flag)
{
this._func(base.uiBehaviour.m_TextInput.GetText());
}
this.SetVisible(false, true);
return true;
}
private void TextInit()
{
base.uiBehaviour.m_TextInput.SetText("");
base.uiBehaviour.m_ShowLabel.SetText(this._tips);
}
private bool OpenEmotion(IXUIButton btn)
{
DlgBase<ChatEmotionView, ChatEmotionBehaviour>.singleton.ShowChatEmotion(new ChatSelectStringBack(this.OnSelectEmotion), new Vector3(16f, 143f, 0f), 0);
return true;
}
public void OnSelectEmotion(string motionstr)
{
string text = base.uiBehaviour.m_TextInput.GetText();
text += motionstr;
base.uiBehaviour.m_TextInput.SetText(text);
}
}
}
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