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using System;
|
||||
|
||||
namespace UVC.UI.Toolbar.Model
|
||||
{
|
||||
/// <summary>
|
||||
/// 라디오 버튼 그룹 내에서 사용되는 버튼입니다. 동일한 GroupName을 가진 라디오 버튼들 중에서
|
||||
/// 단 하나만 선택될 수 있도록 동작합니다. ToolbarToggleButton을 상속받습니다.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// 각 ToolbarRadioButton은 GroupName을 가지며, 이 GroupName을 기준으로 ToolbarModel에서
|
||||
/// ToolbarRadioButtonGroup에 의해 관리됩니다. 사용자가 라디오 버튼을 클릭하면,
|
||||
/// 이 버튼은 자신이 속한 RadioGroup에 선택 상태 변경을 요청하고, RadioGroup은
|
||||
/// 그룹 내 다른 버튼들의 선택을 해제하고 이 버튼만 선택된 상태로 만듭니다.
|
||||
/// IsSelected 상태 변경 시 OnToggle, OnStateChanged, OnToggleStateChanged 이벤트가 발생합니다.
|
||||
/// </remarks>
|
||||
/// <example>
|
||||
/// <code>
|
||||
/// // Toolbar 또는 ToolbarModel 등에서 ToolbarRadioButton 생성 및 사용 예시
|
||||
///
|
||||
/// string cameraViewGroupName = "CameraViewOptions";
|
||||
///
|
||||
/// // 1. 라디오 버튼1: 탑뷰
|
||||
/// ToolbarRadioButton topViewRadio = new ToolbarRadioButton(cameraViewGroupName)
|
||||
/// {
|
||||
/// Text = "view_top",
|
||||
/// IconSpritePath = "icons/toolbar/view_top_on",
|
||||
/// OffIconSpritePath = "icons/toolbar/view_top_off",
|
||||
/// Tooltip = "tooltip_top_view",
|
||||
/// IsSelected = true, // 초기 선택 상태
|
||||
/// OnToggle = (IsSelected) =>
|
||||
/// {
|
||||
/// if (IsSelected) UnityEngine.Debug.Log("탑뷰 선택됨 (OnToggle)");
|
||||
/// },
|
||||
/// ClickCommand = new ActionCommand(() =>
|
||||
/// {
|
||||
/// UnityEngine.Debug.Log("탑뷰 커맨드 실행");
|
||||
/// // 실제 탑뷰로 변경하는 로직
|
||||
/// })
|
||||
/// };
|
||||
///
|
||||
/// // 2. 라디오 버튼2: 프론트뷰
|
||||
/// ToolbarRadioButton frontViewRadio = new ToolbarRadioButton(cameraViewGroupName)
|
||||
/// {
|
||||
/// Text = "view_front",
|
||||
/// IconSpritePath = "icons/toolbar/view_front_on",
|
||||
/// OffIconSpritePath = "icons/toolbar/view_front_off",
|
||||
/// Tooltip = "tooltip_front_view",
|
||||
/// IsSelected = false, // 초기 선택 안됨
|
||||
/// OnToggle = (IsSelected) =>
|
||||
/// {
|
||||
/// if (IsSelected) UnityEngine.Debug.Log("프론트뷰 선택됨 (OnToggle)");
|
||||
/// },
|
||||
/// ClickCommand = new ActionCommand(() =>
|
||||
/// {
|
||||
/// UnityEngine.Debug.Log("프론트뷰 커맨드 실행");
|
||||
/// // 실제 프론트뷰로 변경하는 로직
|
||||
/// })
|
||||
/// };
|
||||
///
|
||||
/// // 3. 생성된 라디오 버튼들을 ToolbarModel에 추가
|
||||
/// // toolbarModel.AddItem(topViewRadio);
|
||||
/// // toolbarModel.AddItem(frontViewRadio);
|
||||
/// // 또는 ToolbarModel의 AddRadioButton 헬퍼 메서드 사용
|
||||
/// // toolbarModel.AddRadioButton(cameraViewGroupName, "view_top", true, "icons/toolbar/view_top_on", ...);
|
||||
/// // toolbarModel.AddRadioButton(cameraViewGroupName, "view_front", false, "icons/toolbar/view_front_on", ...);
|
||||
///
|
||||
/// // ToolbarModel은 AddItem 시 GroupName을 보고 내부적으로 ToolbarRadioButtonGroup을 생성/관리하며
|
||||
/// // 각 라디오 버튼을 해당 그룹에 등록합니다.
|
||||
/// </code>
|
||||
/// </example>
|
||||
public class CameraRadioButton : ToolbarToggleButton
|
||||
{
|
||||
/// <summary>
|
||||
/// 이 라디오 버튼이 속한 그룹의 이름입니다.
|
||||
/// 동일한 GroupName을 가진 라디오 버튼들은 하나의 그룹으로 묶여 동작합니다.
|
||||
/// </summary>
|
||||
public string GroupName { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// 이 라디오 버튼을 관리하는 ToolbarRadioButtonGroup의 내부 참조입니다.
|
||||
/// ToolbarModel에 의해 설정되며, 버튼이 그룹에 등록될 때 할당됩니다.
|
||||
/// </summary>
|
||||
internal CameraRadioButtonGroup RadioGroup { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// 지정된 그룹 이름을 사용하여 ToolbarRadioButton의 새 인스턴스를 초기화합니다.
|
||||
/// </summary>
|
||||
/// <param name="groupName">이 라디오 버튼이 속할 그룹의 이름입니다. null이거나 비어있을 수 없습니다.</param>
|
||||
/// <exception cref="ArgumentNullException">groupName이 null이거나 빈 문자열일 경우 발생합니다.</exception>
|
||||
public CameraRadioButton(string groupName)
|
||||
{
|
||||
if (string.IsNullOrEmpty(groupName))
|
||||
{
|
||||
throw new ArgumentNullException(nameof(groupName), "라디오 버튼은 반드시 GroupName을 가져야 합니다.");
|
||||
}
|
||||
GroupName = groupName;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 라디오 버튼 클릭 로직을 실행합니다.
|
||||
/// 버튼이 활성화되어 있다면, 자신이 속한 RadioGroup에 자신을 선택하도록 요청합니다.
|
||||
/// RadioGroup은 이 요청을 받아 그룹 내 다른 버튼들의 선택을 해제하고 이 버튼만 선택 상태로 만듭니다.
|
||||
/// 그 후, 이 버튼의 ClickCommand가 실행됩니다 (선택된 상태에서만).
|
||||
/// </summary>
|
||||
/// <param name="parameter">
|
||||
/// 이 파라미터는 ClickCommand에 전달될 수 있습니다.
|
||||
/// ToolbarView에서 UI 이벤트 연결 시, 라디오 버튼의 경우 보통 선택 상태(true)를 전달하거나,
|
||||
/// 버튼 모델 자체를 전달하여 Command가 필요한 정보를 추출하도록 할 수 있습니다.
|
||||
/// 기본적으로는 현재 IsSelected 상태가 ClickCommand에 전달되도록 고려할 수 있습니다.
|
||||
/// </param>
|
||||
public override void ExecuteClick(object parameter = null)
|
||||
{
|
||||
if (!IsEnabled) return;
|
||||
|
||||
// bool previousSelectionState = IsSelected; // 이전 선택 상태 (필요하다면)
|
||||
|
||||
if (RadioGroup != null)
|
||||
{
|
||||
// RadioGroup의 SetSelected 메서드를 호출하여 그룹 내 선택 상태를 관리합니다.
|
||||
// SetSelected 내부에서 이 버튼의 IsSelected가 true로 설정되고,
|
||||
// 다른 버튼들은 false로 설정됩니다.
|
||||
// IsSelected setter는 OnToggle, OnStateChanged, OnToggleStateChanged 이벤트를 발생시킵니다.
|
||||
RadioGroup.SetSelected(this);
|
||||
}
|
||||
else
|
||||
{
|
||||
// RadioGroup이 할당되지 않은 경우 (예: ToolbarModel에 추가되기 전 또는 독립적으로 사용 시도)
|
||||
// 이 경우 일반 토글 버튼처럼 동작하거나, 경고를 로깅할 수 있습니다.
|
||||
// 현재 구현은 그룹이 없으면 단독으로 선택되는 것을 방지하거나 특별 처리를 하도록 되어 있습니다.
|
||||
UnityEngine.Debug.LogWarning($"ToolbarRadioButton '{Text}' (그룹: {GroupName})에 RadioGroup이 할당되지 않았습니다. 단독으로 상태가 변경될 수 없습니다. ToolbarModel에 먼저 추가되어야 합니다.");
|
||||
// 만약 그룹 없이도 토글 가능하게 하려면 아래 주석 해제 및 로직 수정 필요
|
||||
// IsSelected = !IsSelected;
|
||||
}
|
||||
|
||||
// ClickCommand 실행:
|
||||
// 라디오 버튼의 ClickCommand는 일반적으로 해당 버튼이 "선택되었을 때"의 액션을 정의합니다.
|
||||
// RadioGroup.SetSelected에 의해 IsSelected 상태가 true로 변경된 후에 실행되어야 합니다.
|
||||
if (IsSelected && ClickCommand != null)
|
||||
{
|
||||
// 파라미터 처리: parameter가 null이 아니면 그것을 우선 사용하고,
|
||||
// 아니면 현재 IsSelected 상태(true) 또는 버튼 자체(this)를 전달할 수 있습니다.
|
||||
// ToolbarView의 SetupButtonVisualsAndInteractions에서 radioModel.ExecuteClick(true)로 호출하는 경우,
|
||||
// parameter는 true가 됩니다.
|
||||
object commandParameterToUse = parameter ?? this; // 예: 명시적 파라미터가 없으면 버튼 인스턴스 전달
|
||||
|
||||
ClickCommand.Execute(commandParameterToUse);
|
||||
}
|
||||
// 만약 선택 해제 시(다른 라디오 버튼이 선택되어 이 버튼이 해제될 때)에도 Command를 실행해야 한다면,
|
||||
// 위 if(IsSelected) 조건을 제거하거나, 별도의 Command(예: DeselectCommand)를 고려해야 합니다.
|
||||
// 하지만 일반적인 라디오 버튼의 사용 패턴은 선택 시의 액션에 중점을 둡니다.
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 이 버튼 모델에 연결된 모든 이벤트 핸들러를 정리합니다.
|
||||
/// ToolbarRadioButton은 ToolbarToggleButton에서 상속받은 이벤트 외에 추가적인 이벤트가 없으므로,
|
||||
/// 부모 클래스의 ClearEventHandlers를 호출합니다.
|
||||
/// </summary>
|
||||
public override void ClearEventHandlers()
|
||||
{
|
||||
base.ClearEventHandlers(); // 부모 클래스(ToolbarToggleButton)의 이벤트 정리
|
||||
// ToolbarRadioButton에 특화된 이벤트가 있다면 여기서 정리합니다.
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: cd35e409321e3fb4490d390e44ea9058
|
||||
@@ -0,0 +1,175 @@
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
|
||||
namespace UVC.UI.Toolbar.Model
|
||||
{
|
||||
/// <summary>
|
||||
/// 여러 개의 ToolbarRadioButton 객체들을 하나의 그룹으로 관리합니다.
|
||||
/// 이 그룹 내에서는 오직 하나의 라디오 버튼만이 선택된(IsSelected = true) 상태를 가질 수 있도록 보장합니다.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// ToolbarModel은 ToolbarRadioButton이 추가될 때 GroupName을 기준으로 이 클래스의 인스턴스를 생성하거나
|
||||
/// 기존 인스턴스를 찾아 라디오 버튼을 등록(RegisterButton)합니다.
|
||||
/// 사용자가 라디오 버튼을 클릭하면, 해당 버튼은 이 그룹의 SetSelected 메서드를 호출하여
|
||||
/// 자신을 선택 상태로 만들고 그룹 내 다른 버튼들은 선택 해제 상태로 변경합니다.
|
||||
/// </remarks>
|
||||
/// <example>
|
||||
/// <code>
|
||||
/// // 이 클래스는 주로 ToolbarModel 내부에서 사용됩니다. 개발자가 직접 생성하기보다는
|
||||
/// // ToolbarModel에 ToolbarRadioButton을 추가함으로써 간접적으로 사용됩니다.
|
||||
///
|
||||
/// // ToolbarModel 내부에서의 사용 흐름 (간략화된 예시)
|
||||
/// // public class ToolbarModel
|
||||
/// // {
|
||||
/// // private Dictionary<string, ToolbarRadioButtonGroup> _radioGroups = new Dictionary<string, ToolbarRadioButtonGroup>();
|
||||
/// //
|
||||
/// // public void AddItem(IToolbarItem item)
|
||||
/// // {
|
||||
/// // if (item is ToolbarRadioButton radioButton)
|
||||
/// // {
|
||||
/// // if (!_radioGroups.TryGetValue(radioButton.GroupName, out var group))
|
||||
/// // {
|
||||
/// // group = new ToolbarRadioButtonGroup();
|
||||
/// // _radioGroups.AddChild(radioButton.GroupName, group);
|
||||
/// // }
|
||||
/// // group.RegisterButton(radioButton); // 라디오 버튼을 그룹에 등록
|
||||
/// // radioButton.RadioGroup = group; // 버튼에 그룹 참조 설정
|
||||
/// // }
|
||||
/// // // ...
|
||||
/// // }
|
||||
/// // }
|
||||
///
|
||||
/// // 그룹 내 버튼 선택 로직 (ToolbarRadioButton의 ExecuteClick 내부에서 호출됨)
|
||||
/// // ToolbarRadioButtonGroup cameraGroup = new ToolbarRadioButtonGroup();
|
||||
/// // ToolbarRadioButton radio1 = new ToolbarRadioButton("camera") { Text = "Cam1" };
|
||||
/// // ToolbarRadioButton radio2 = new ToolbarRadioButton("camera") { Text = "Cam2" };
|
||||
/// //
|
||||
/// // cameraGroup.RegisterButton(radio1);
|
||||
/// // cameraGroup.RegisterButton(radio2);
|
||||
/// // radio1.RadioGroup = cameraGroup;
|
||||
/// // radio2.RadioGroup = cameraGroup;
|
||||
/// //
|
||||
/// // // radio1을 선택 (radio1.IsSelected = true, radio2.IsSelected = false가 됨)
|
||||
/// // cameraGroup.SetSelected(radio1);
|
||||
/// // UnityEngine.Debug.Log($"Radio1 Selected: {radio1.IsSelected}, Radio2 Selected: {radio2.IsSelected}");
|
||||
/// //
|
||||
/// // // radio2를 선택 (radio1.IsSelected = false, radio2.IsSelected = true가 됨)
|
||||
/// // cameraGroup.SetSelected(radio2);
|
||||
/// // UnityEngine.Debug.Log($"Radio1 Selected: {radio1.IsSelected}, Radio2 Selected: {radio2.IsSelected}");
|
||||
/// </code>
|
||||
/// </example>
|
||||
public class CameraRadioButtonGroup
|
||||
{
|
||||
private List<CameraRadioButton> _buttons = new List<CameraRadioButton>();
|
||||
|
||||
/// <summary>
|
||||
/// 현재 그룹 내에서 선택된 라디오 버튼입니다.
|
||||
/// 선택된 버튼이 없으면 null을 반환할 수 있습니다 (일반적으로 그룹은 항상 하나가 선택되도록 설계되지만, 초기 상태 등 예외 가능).
|
||||
/// </summary>
|
||||
public CameraRadioButton SelectedButton { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// 지정된 라디오 버튼을 이 그룹에 등록합니다.
|
||||
/// 등록된 버튼은 그룹의 선택 관리 대상이 됩니다.
|
||||
/// 버튼의 RadioGroup 속성에도 이 그룹의 참조가 설정되어야 합니다 (보통 ToolbarModel에서 처리).
|
||||
/// </summary>
|
||||
/// <param name="button">그룹에 등록할 ToolbarRadioButton입니다.</param>
|
||||
public void RegisterButton(CameraRadioButton button)
|
||||
{
|
||||
if (!_buttons.Contains(button))
|
||||
{
|
||||
_buttons.Add(button);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 지정된 라디오 버튼을 그룹 내에서 선택된 상태로 설정합니다.
|
||||
/// 이전에 선택되었던 다른 버튼은 선택 해제 상태(IsSelected = false)로 변경됩니다.
|
||||
/// </summary>
|
||||
/// <param name="buttonToSelect">선택할 ToolbarRadioButton입니다. 이 버튼은 반드시 그룹에 미리 등록되어 있어야 합니다.</param>
|
||||
/// <param name="raiseEvent">true이면 상태 변경 이벤트(OnToggle, OnStateChanged 등)를 발생시키고, false이면 이벤트 없이 상태만 변경합니다. 기본값은 true입니다.</param>
|
||||
public void SetSelected(CameraRadioButton buttonToSelect, bool raiseEvent = true)
|
||||
{
|
||||
if (buttonToSelect == null || !_buttons.Contains(buttonToSelect))
|
||||
{
|
||||
// 그룹에 등록되지 않은 버튼을 선택하려고 하면 무시하거나 경고를 로깅할 수 있습니다.
|
||||
UnityEngine.Debug.LogWarning($"SetSelected: 버튼 '{buttonToSelect?.Text}' (그룹: {buttonToSelect?.GroupName})은 현재 라디오 그룹에 등록되어 있지 않습니다.");
|
||||
return;
|
||||
}
|
||||
|
||||
// 이미 선택된 버튼을 다시 클릭한 경우, 상태를 변경하지 않고 유지합니다.
|
||||
// (라디오 버튼은 일반적으로 한 번 선택되면 사용자가 직접 해제할 수 없고, 다른 버튼을 선택해야 해제됨)
|
||||
if (SelectedButton == buttonToSelect && buttonToSelect.IsSelected)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
SelectedButton = buttonToSelect; // 새 버튼을 선택된 버튼으로 설정
|
||||
foreach (var buttonInGroup in _buttons)
|
||||
{
|
||||
// 현재 순회 중인 버튼이 선택하려는 버튼(buttonToSelect)과 동일한지 비교하여
|
||||
// IsSelected 상태를 설정합니다.
|
||||
// 이렇게 하면 buttonToSelect만 true가 되고 나머지는 false가 됩니다.
|
||||
bool shouldBeSelected = (buttonInGroup == buttonToSelect);
|
||||
buttonInGroup.SetSelected(shouldBeSelected, raiseEvent);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 그룹 내 모든 라디오 버튼의 선택을 해제합니다.
|
||||
/// 이 메서드를 호출하면 그룹 내 어떤 버튼도 선택되지 않은 상태가 됩니다.
|
||||
/// </summary>
|
||||
/// <param name="raiseEvent">true이면 상태 변경 이벤트(OnToggle, OnStateChanged 등)를 발생시키고, false이면 이벤트 없이 상태만 변경합니다. 기본값은 true입니다.</param>
|
||||
public void ClearSelection(bool raiseEvent = true)
|
||||
{
|
||||
SelectedButton = null;
|
||||
foreach (var buttonInGroup in _buttons)
|
||||
{
|
||||
buttonInGroup.SetSelected(false, raiseEvent);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 그룹에 등록된 모든 라디오 버튼의 목록을 가져옵니다.
|
||||
/// </summary>
|
||||
/// <returns>그룹 내 모든 ToolbarRadioButton의 읽기 전용 컬렉션입니다.</returns>
|
||||
public IReadOnlyList<CameraRadioButton> GetButtons()
|
||||
{
|
||||
return _buttons.AsReadOnly();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 텍스트로 그룹 내 라디오 버튼을 찾습니다.
|
||||
/// </summary>
|
||||
/// <param name="buttonText">찾을 버튼의 텍스트입니다.</param>
|
||||
/// <returns>해당 텍스트를 가진 라디오 버튼입니다. 찾지 못하면 null을 반환합니다.</returns>
|
||||
public CameraRadioButton FindButtonByText(string buttonText)
|
||||
{
|
||||
return _buttons.FirstOrDefault(b => b.Text == buttonText);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 그룹 내 버튼들의 초기 선택 상태를 설정합니다.
|
||||
/// 주로 ToolbarModel에서 라디오 버튼들을 추가한 후 호출될 수 있습니다.
|
||||
/// initialState가 true인 버튼이 있다면 해당 버튼을, 없다면 첫 번째 버튼을 선택합니다.
|
||||
/// </summary>
|
||||
internal void InitializeSelection()
|
||||
{
|
||||
if (!_buttons.Any()) return;
|
||||
|
||||
CameraRadioButton buttonToSelectInitially = _buttons.FirstOrDefault(b => b.IsSelected);
|
||||
|
||||
if (buttonToSelectInitially != null)
|
||||
{
|
||||
// initialState가 true로 설정된 버튼이 있다면, 해당 버튼으로 최종 선택 상태를 확정합니다.
|
||||
// (다른 initialState=true 버튼이 실수로 여러 개 있었을 경우를 대비하여 명확히 하나만 선택되도록 함)
|
||||
SetSelected(buttonToSelectInitially);
|
||||
}
|
||||
else
|
||||
{
|
||||
// IsSelected가 true인 버튼이 하나도 없다면
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 847af211b1ace6d4696625591f61d73a
|
||||
@@ -72,6 +72,7 @@ namespace UVC.UI.Toolbar.Model
|
||||
/// ToolbarRadioButton이 AddItem을 통해 추가될 때 내부적으로 사용됩니다.
|
||||
/// </summary>
|
||||
private System.Collections.Generic.Dictionary<string, ToolbarRadioButtonGroup> _radioGroups;
|
||||
private System.Collections.Generic.Dictionary<string, CameraRadioButtonGroup> _cameraradioGroups;
|
||||
|
||||
/// <summary>
|
||||
/// ToolbarModel의 새 인스턴스를 초기화합니다.
|
||||
@@ -81,6 +82,7 @@ namespace UVC.UI.Toolbar.Model
|
||||
{
|
||||
Items = new System.Collections.Generic.List<IToolbarItem>();
|
||||
_radioGroups = new System.Collections.Generic.Dictionary<string, ToolbarRadioButtonGroup>();
|
||||
_cameraradioGroups = new System.Collections.Generic.Dictionary<string, CameraRadioButtonGroup>();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -106,6 +108,19 @@ namespace UVC.UI.Toolbar.Model
|
||||
// 또는 모든 버튼이 추가된 후 그룹별로 InitializeSelection()을 호출할 수도 있습니다.
|
||||
// 현재는 AddRadioButton 메서드에서 initialState에 따른 SetSelected 호출로 처리하고 있습니다.
|
||||
}
|
||||
if (item is CameraRadioButton cameraradioButton)
|
||||
{
|
||||
if (!_cameraradioGroups.TryGetValue(cameraradioButton.GroupName, out var group))
|
||||
{
|
||||
group = new CameraRadioButtonGroup();
|
||||
_cameraradioGroups.Add(cameraradioButton.GroupName, group);
|
||||
}
|
||||
group.RegisterButton(cameraradioButton);
|
||||
cameraradioButton.RadioGroup = group; // 버튼 모델에 그룹 참조 설정
|
||||
// 그룹 내 초기 선택 상태 결정 (만약 이 버튼이 initialState=true이고, 그룹에 아직 선택된 버튼이 없다면)
|
||||
// 또는 모든 버튼이 추가된 후 그룹별로 InitializeSelection()을 호출할 수도 있습니다.
|
||||
// 현재는 AddRadioButton 메서드에서 initialState에 따른 SetSelected 호출로 처리하고 있습니다.
|
||||
}
|
||||
// UI 갱신 로직은 ToolbarModel 자체에서는 직접 호출하지 않습니다.
|
||||
// View가 Model의 변경 사항을 구독하거나, Controller가 View의 업데이트를 트리거합니다.
|
||||
// 혹은, Model에 아이템이 추가/제거될 때 이벤트를 발생시켜 View가 감지하도록 할 수 있습니다.
|
||||
@@ -198,6 +213,31 @@ namespace UVC.UI.Toolbar.Model
|
||||
}
|
||||
return button;
|
||||
}
|
||||
public CameraRadioButton AddCameraRadioButton(string groupName, string text, bool initialState = false, string iconSpritePath = null, string offIconSpritePath = null, System.Action<bool> onToggle = null, ICommand command = null, string tooltip = null)
|
||||
{
|
||||
var button = new CameraRadioButton(groupName)
|
||||
{
|
||||
Text = text,
|
||||
IsSelected = initialState,// 초기 IsSelected 상태 설정
|
||||
IconSpritePath = iconSpritePath,// 선택 시 아이콘
|
||||
OffIconSpritePath = offIconSpritePath,// 해제 시 아이콘
|
||||
OnToggle = onToggle,
|
||||
ClickCommand = command,
|
||||
Tooltip = tooltip
|
||||
};
|
||||
|
||||
// AddItem 내에서 그룹 등록 및 버튼에 그룹 참조 설정이 이루어집니다.
|
||||
AddItem(button);
|
||||
|
||||
// initialState가 true인 경우, 해당 그룹 내에서 이 버튼을 명시적으로 선택된 상태로 만듭니다.
|
||||
// 이렇게 하면 여러 라디오 버튼 중 initialState가 true인 마지막 버튼이 최종 선택됩니다.
|
||||
// 또는, 그룹별로 모든 버튼이 추가된 후 한 번만 선택 로직을 실행하는 것도 방법입니다.
|
||||
if (initialState && _cameraradioGroups.TryGetValue(groupName, out var group))
|
||||
{
|
||||
group.SetSelected(button);
|
||||
}
|
||||
return button;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 새로운 ToolbarExpandableButton(확장 가능한 버튼)을 생성하여 툴바 모델에 추가합니다.
|
||||
@@ -237,6 +277,14 @@ namespace UVC.UI.Toolbar.Model
|
||||
}
|
||||
return null;
|
||||
}
|
||||
public CameraRadioButtonGroup GetCameraRadioButtonGroup(string groupName)
|
||||
{
|
||||
if (_cameraradioGroups.TryGetValue(groupName, out var group))
|
||||
{
|
||||
return group;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 지정된 그룹 내에서 특정 라디오 버튼을 선택하거나, 모든 선택을 해제합니다.
|
||||
@@ -264,6 +312,25 @@ namespace UVC.UI.Toolbar.Model
|
||||
return true;
|
||||
}
|
||||
|
||||
public bool SetCameraRadioButtonSelection(string groupName, CameraRadioButton buttonToSelect, bool raiseEvent = true)
|
||||
{
|
||||
if (!_cameraradioGroups.TryGetValue(groupName, out var group))
|
||||
{
|
||||
UnityEngine.Debug.LogWarning($"SetRadioButtonSelection: 그룹 '{groupName}'을 찾을 수 없습니다.");
|
||||
return false;
|
||||
}
|
||||
|
||||
if (buttonToSelect == null)
|
||||
{
|
||||
group.ClearSelection(raiseEvent);
|
||||
}
|
||||
else
|
||||
{
|
||||
group.SetSelected(buttonToSelect, raiseEvent);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 그룹 이름으로 라디오 버튼 그룹 내 모든 선택을 해제합니다.
|
||||
/// </summary>
|
||||
@@ -274,6 +341,10 @@ namespace UVC.UI.Toolbar.Model
|
||||
{
|
||||
return SetRadioButtonSelection(groupName, null, raiseEvent);
|
||||
}
|
||||
public bool ClearCameraRadioButtonSelection(string groupName, bool raiseEvent = true)
|
||||
{
|
||||
return SetCameraRadioButtonSelection(groupName, null, raiseEvent);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 지정된 토글 버튼의 선택 상태를 설정합니다.
|
||||
@@ -323,6 +394,31 @@ namespace UVC.UI.Toolbar.Model
|
||||
return button;
|
||||
}
|
||||
|
||||
public CameraRadioButton SetCameraRadioButtonSelectionByText(string groupName, string buttonText, bool raiseEvent = true)
|
||||
{
|
||||
if (!_cameraradioGroups.TryGetValue(groupName, out var group))
|
||||
{
|
||||
UnityEngine.Debug.LogWarning($"SetRadioButtonSelectionByText: 그룹 '{groupName}'을 찾을 수 없습니다.");
|
||||
return null;
|
||||
}
|
||||
|
||||
if (string.IsNullOrEmpty(buttonText))
|
||||
{
|
||||
group.ClearSelection(raiseEvent);
|
||||
return null;
|
||||
}
|
||||
|
||||
var button = group.FindButtonByText(buttonText);
|
||||
if (button == null)
|
||||
{
|
||||
UnityEngine.Debug.LogWarning($"SetRadioButtonSelectionByText: 그룹 '{groupName}'에서 텍스트 '{buttonText}'인 버튼을 찾을 수 없습니다.");
|
||||
return null;
|
||||
}
|
||||
|
||||
group.SetSelected(button, raiseEvent);
|
||||
return button;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 텍스트로 토글 버튼을 찾아 선택 상태를 설정합니다.
|
||||
/// </summary>
|
||||
|
||||
@@ -302,29 +302,29 @@ namespace UVC.UI.ToolBar
|
||||
/// <param name="buttonToSelect">선택할 라디오 버튼입니다. null을 전달하면 그룹 내 모든 버튼의 선택이 해제됩니다.</param>
|
||||
/// <param name="raiseEvent">true이면 OnAction 이벤트를 발생시키고, false이면 UI만 업데이트합니다. 기본값은 true입니다.</param>
|
||||
/// <returns>작업 성공 여부입니다. 모델이 없거나 그룹이 존재하지 않으면 false를 반환합니다.</returns>
|
||||
public bool SetRadioButtonSelection(string groupName, ToolbarRadioButton buttonToSelect, bool raiseEvent = false)
|
||||
{
|
||||
if (model == null)
|
||||
{
|
||||
Debug.LogError("Toolbox: ToolbarModel이 설정되지 않았습니다.");
|
||||
return false;
|
||||
}
|
||||
bool result = model.SetRadioButtonSelection(groupName, buttonToSelect, raiseEvent);
|
||||
if (result)
|
||||
{
|
||||
// Icon의 ImageColorChangeBehaviour 색상 상태 업데이트
|
||||
if (view != null)
|
||||
{
|
||||
view.UpdateRadioGroupIconColors(groupName, buttonToSelect);
|
||||
}
|
||||
//public bool SetRadioButtonSelection(string groupName, ToolbarRadioButton buttonToSelect, bool raiseEvent = false)
|
||||
//{
|
||||
// if (model == null)
|
||||
// {
|
||||
// Debug.LogError("Toolbox: ToolbarModel이 설정되지 않았습니다.");
|
||||
// return false;
|
||||
// }
|
||||
// bool result = model.SetRadioButtonSelection(groupName, buttonToSelect, raiseEvent);
|
||||
// if (result)
|
||||
// {
|
||||
// // Icon의 ImageColorChangeBehaviour 색상 상태 업데이트
|
||||
// if (view != null)
|
||||
// {
|
||||
// view.UpdateRadioGroupIconColors(groupName, buttonToSelect);
|
||||
// }
|
||||
|
||||
if (raiseEvent)
|
||||
{
|
||||
RaiseOnAction(groupName, ToolbarActionType.Radio, buttonToSelect?.Text);
|
||||
}
|
||||
}
|
||||
return result;
|
||||
}
|
||||
// if (raiseEvent)
|
||||
// {
|
||||
// RaiseOnAction(groupName, ToolbarActionType.Radio, buttonToSelect?.Text);
|
||||
// }
|
||||
// }
|
||||
// return result;
|
||||
//}
|
||||
|
||||
/// <summary>
|
||||
/// 그룹 이름으로 라디오 버튼 그룹 내 모든 선택을 해제합니다.
|
||||
@@ -332,29 +332,29 @@ namespace UVC.UI.ToolBar
|
||||
/// <param name="groupName">라디오 버튼 그룹의 이름입니다.</param>
|
||||
/// <param name="raiseEvent">true이면 OnAction 이벤트를 발생시키고, false이면 UI만 업데이트합니다. 기본값은 true입니다.</param>
|
||||
/// <returns>작업 성공 여부입니다. 모델이 없거나 그룹이 존재하지 않으면 false를 반환합니다.</returns>
|
||||
public bool ClearRadioButtonSelection(string groupName, bool raiseEvent = false)
|
||||
{
|
||||
if (model == null)
|
||||
{
|
||||
Debug.LogError("Toolbox: ToolbarModel이 설정되지 않았습니다.");
|
||||
return false;
|
||||
}
|
||||
bool result = model.ClearRadioButtonSelection(groupName, raiseEvent);
|
||||
if (result)
|
||||
{
|
||||
// Icon의 ImageColorChangeBehaviour 색상 상태 업데이트 (모두 비선택)
|
||||
if (view != null)
|
||||
{
|
||||
view.UpdateRadioGroupIconColors(groupName, null);
|
||||
}
|
||||
//public bool ClearRadioButtonSelection(string groupName, bool raiseEvent = false)
|
||||
//{
|
||||
// if (model == null)
|
||||
// {
|
||||
// Debug.LogError("Toolbox: ToolbarModel이 설정되지 않았습니다.");
|
||||
// return false;
|
||||
// }
|
||||
// bool result = model.ClearRadioButtonSelection(groupName, raiseEvent);
|
||||
// if (result)
|
||||
// {
|
||||
// // Icon의 ImageColorChangeBehaviour 색상 상태 업데이트 (모두 비선택)
|
||||
// if (view != null)
|
||||
// {
|
||||
// view.UpdateRadioGroupIconColors(groupName, null);
|
||||
// }
|
||||
|
||||
if (raiseEvent)
|
||||
{
|
||||
RaiseOnAction(groupName, ToolbarActionType.Radio, null);
|
||||
}
|
||||
}
|
||||
return result;
|
||||
}
|
||||
// if (raiseEvent)
|
||||
// {
|
||||
// RaiseOnAction(groupName, ToolbarActionType.Radio, null);
|
||||
// }
|
||||
// }
|
||||
// return result;
|
||||
//}
|
||||
|
||||
/// <summary>
|
||||
/// 지정된 토글 버튼의 선택 상태를 설정합니다.
|
||||
@@ -390,30 +390,30 @@ namespace UVC.UI.ToolBar
|
||||
/// <param name="buttonText">선택할 라디오 버튼의 텍스트입니다. null 또는 빈 문자열을 전달하면 그룹 내 모든 버튼의 선택이 해제됩니다.</param>
|
||||
/// <param name="raiseEvent">true이면 OnAction 이벤트를 발생시키고, false이면 UI만 업데이트합니다. 기본값은 true입니다.</param>
|
||||
/// <returns>작업 성공 여부입니다. 모델이 없거나 버튼을 찾지 못하면 false를 반환합니다.</returns>
|
||||
public bool SetRadioButtonSelection(string groupName, string buttonText, bool raiseEvent = false)
|
||||
{
|
||||
if (model == null)
|
||||
{
|
||||
Debug.LogError("Toolbox: ToolbarModel이 설정되지 않았습니다.");
|
||||
return false;
|
||||
}
|
||||
var button = model.SetRadioButtonSelectionByText(groupName, buttonText, raiseEvent);
|
||||
bool result = button != null || string.IsNullOrEmpty(buttonText);
|
||||
if (result)
|
||||
{
|
||||
// Icon의 ImageColorChangeBehaviour 색상 상태 업데이트
|
||||
if (view != null)
|
||||
{
|
||||
view.UpdateRadioGroupIconColors(groupName, button);
|
||||
}
|
||||
//public bool SetRadioButtonSelection(string groupName, string buttonText, bool raiseEvent = false)
|
||||
//{
|
||||
// if (model == null)
|
||||
// {
|
||||
// Debug.LogError("Toolbox: ToolbarModel이 설정되지 않았습니다.");
|
||||
// return false;
|
||||
// }
|
||||
// var button = model.SetRadioButtonSelectionByText(groupName, buttonText, raiseEvent);
|
||||
// bool result = button != null || string.IsNullOrEmpty(buttonText);
|
||||
// if (result)
|
||||
// {
|
||||
// // Icon의 ImageColorChangeBehaviour 색상 상태 업데이트
|
||||
// if (view != null)
|
||||
// {
|
||||
// view.UpdateRadioGroupIconColors(groupName, button);
|
||||
// }
|
||||
|
||||
if (raiseEvent)
|
||||
{
|
||||
RaiseOnAction(groupName, ToolbarActionType.Radio, button?.Text);
|
||||
}
|
||||
}
|
||||
return result;
|
||||
}
|
||||
// if (raiseEvent)
|
||||
// {
|
||||
// RaiseOnAction(groupName, ToolbarActionType.Radio, button?.Text);
|
||||
// }
|
||||
// }
|
||||
// return result;
|
||||
//}
|
||||
|
||||
/// <summary>
|
||||
/// 텍스트로 토글 버튼을 찾아 선택 상태를 설정합니다.
|
||||
|
||||
@@ -55,12 +55,25 @@ namespace UVC.UI.Toolbar.View
|
||||
/// <returns>성공적으로 생성된 버튼의 GameObject. 프리팹이 없으면 null을 반환합니다.</returns>
|
||||
public GameObject CreateButtonUI(ToolbarButtonBase buttonModel, Transform parentContainer, ToolbarView viewContext)
|
||||
{
|
||||
if (viewContext.radioButtonPrefab == null)
|
||||
if (buttonModel is ToolbarRadioButton)
|
||||
{
|
||||
Debug.LogError("RadioButtonViewProcessor: radioButtonPrefab이 ToolbarView에 할당되지 않았습니다.", viewContext);
|
||||
return null;
|
||||
if (viewContext.radioButtonPrefab == null)
|
||||
{
|
||||
Debug.LogError("RadioButtonViewProcessor: radioButtonPrefab이 ToolbarView에 할당되지 않았습니다.", viewContext);
|
||||
return null;
|
||||
}
|
||||
return Object.Instantiate(viewContext.radioButtonPrefab, parentContainer);
|
||||
}
|
||||
return Object.Instantiate(viewContext.radioButtonPrefab, parentContainer);
|
||||
if (buttonModel is CameraRadioButton)
|
||||
{
|
||||
if (viewContext.cameraradioButtonPrefab == null)
|
||||
{
|
||||
Debug.LogError("RadioButtonViewProcessor: radioButtonPrefab이 ToolbarView에 할당되지 않았습니다.", viewContext);
|
||||
return null;
|
||||
}
|
||||
return Object.Instantiate(viewContext.cameraradioButtonPrefab, parentContainer);
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -75,42 +88,85 @@ namespace UVC.UI.Toolbar.View
|
||||
/// <param name="viewContext">현재 ToolbarView의 인스턴스.</param>
|
||||
public void SetupButtonInteractions(ToolbarButtonBase buttonModel, GameObject buttonUIObject, ToolbarView viewContext)
|
||||
{
|
||||
ToolbarRadioButton radioModel = buttonModel as ToolbarRadioButton;
|
||||
if (radioModel == null) return;
|
||||
|
||||
Toggle toggleComponent = buttonUIObject.GetComponent<Toggle>();
|
||||
if (toggleComponent != null)
|
||||
if(buttonModel is ToolbarRadioButton)
|
||||
{
|
||||
// 모델의 GroupName을 사용하여 ToolbarView로부터 ToggleGroup을 가져오거나 생성합니다.
|
||||
// 같은 GroupName을 가진 라디오 버튼들은 이 ToggleGroup에 의해 관리됩니다.
|
||||
ToggleGroup uiToggleGroup = viewContext.GetOrCreateToggleGroup(radioModel.GroupName);
|
||||
toggleComponent.group = uiToggleGroup; // UI Toggle을 해당 그룹에 할당
|
||||
|
||||
// 모델의 현재 IsSelected 상태로 UI Toggle의 초기 상태를 설정합니다.
|
||||
toggleComponent.SetIsOnWithoutNotify(radioModel.IsSelected);
|
||||
ToolbarRadioButton radioModel = buttonModel as ToolbarRadioButton;
|
||||
if (radioModel == null) return;
|
||||
|
||||
// UI Toggle의 상태가 사용자에 의해 변경될 때 호출될 리스너를 추가합니다.
|
||||
toggleComponent.onValueChanged.AddListener((isSelected) =>
|
||||
Toggle toggleComponent = buttonUIObject.GetComponent<Toggle>();
|
||||
if (toggleComponent != null)
|
||||
{
|
||||
// 라디오 버튼은 선택될 때(isSelected가 true일 때)만 동작을 수행합니다.
|
||||
// 해제될 때는 다른 라디오 버튼이 선택되면서 자동으로 해제되므로 별도 처리가 필요 없습니다.
|
||||
if (isSelected)
|
||||
// 모델의 GroupName을 사용하여 ToolbarView로부터 ToggleGroup을 가져오거나 생성합니다.
|
||||
// 같은 GroupName을 가진 라디오 버튼들은 이 ToggleGroup에 의해 관리됩니다.
|
||||
ToggleGroup uiToggleGroup = viewContext.GetOrCreateToggleGroup(radioModel.GroupName);
|
||||
toggleComponent.group = uiToggleGroup; // UI Toggle을 해당 그룹에 할당
|
||||
|
||||
// 모델의 현재 IsSelected 상태로 UI Toggle의 초기 상태를 설정합니다.
|
||||
toggleComponent.SetIsOnWithoutNotify(radioModel.IsSelected);
|
||||
|
||||
// UI Toggle의 상태가 사용자에 의해 변경될 때 호출될 리스너를 추가합니다.
|
||||
toggleComponent.onValueChanged.AddListener((isSelected) =>
|
||||
{
|
||||
// 사용자가 UI를 클릭하여 이 라디오 버튼을 선택하면, 모델의 ExecuteClick()을 호출합니다.
|
||||
// ToolbarRadioButton의 ExecuteClick() 내부에서 IsSelected 상태가 true로 설정되고,
|
||||
// 같은 그룹의 다른 라디오 버튼들은 IsSelected가 false로 설정됩니다.
|
||||
// 이후 관련 이벤트가 발생하여 UI가 동기화됩니다.
|
||||
// 파라미터 true는 '선택됨'을 명시적으로 나타낼 수 있으나, 모델 내부 로직에 따라 달라질 수 있습니다.
|
||||
radioModel.ExecuteClick(true);
|
||||
}
|
||||
});
|
||||
// 라디오 버튼은 선택될 때(isSelected가 true일 때)만 동작을 수행합니다.
|
||||
// 해제될 때는 다른 라디오 버튼이 선택되면서 자동으로 해제되므로 별도 처리가 필요 없습니다.
|
||||
if (isSelected)
|
||||
{
|
||||
// 사용자가 UI를 클릭하여 이 라디오 버튼을 선택하면, 모델의 ExecuteClick()을 호출합니다.
|
||||
// ToolbarRadioButton의 ExecuteClick() 내부에서 IsSelected 상태가 true로 설정되고,
|
||||
// 같은 그룹의 다른 라디오 버튼들은 IsSelected가 false로 설정됩니다.
|
||||
// 이후 관련 이벤트가 발생하여 UI가 동기화됩니다.
|
||||
// 파라미터 true는 '선택됨'을 명시적으로 나타낼 수 있으나, 모델 내부 로직에 따라 달라질 수 있습니다.
|
||||
radioModel.ExecuteClick(true);
|
||||
}
|
||||
});
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError($"RadioButtonViewProcessor: RadioButton '{radioModel.Text}'의 GameObject에 Toggle 컴포넌트가 없습니다.", buttonUIObject);
|
||||
}
|
||||
UpdateCommonButtonVisuals(buttonModel, buttonUIObject, viewContext);
|
||||
UpdateToggleStateVisuals(radioModel, buttonUIObject, radioModel.IsSelected, viewContext);
|
||||
}
|
||||
else
|
||||
if(buttonModel is CameraRadioButton)
|
||||
{
|
||||
Debug.LogError($"RadioButtonViewProcessor: RadioButton '{radioModel.Text}'의 GameObject에 Toggle 컴포넌트가 없습니다.", buttonUIObject);
|
||||
CameraRadioButton radioModel = buttonModel as CameraRadioButton;
|
||||
if (radioModel == null) return;
|
||||
|
||||
Toggle toggleComponent = buttonUIObject.GetComponent<Toggle>();
|
||||
if (toggleComponent != null)
|
||||
{
|
||||
// 모델의 GroupName을 사용하여 ToolbarView로부터 ToggleGroup을 가져오거나 생성합니다.
|
||||
// 같은 GroupName을 가진 라디오 버튼들은 이 ToggleGroup에 의해 관리됩니다.
|
||||
ToggleGroup uiToggleGroup = viewContext.GetOrCreateToggleGroup(radioModel.GroupName);
|
||||
toggleComponent.group = uiToggleGroup; // UI Toggle을 해당 그룹에 할당
|
||||
|
||||
// 모델의 현재 IsSelected 상태로 UI Toggle의 초기 상태를 설정합니다.
|
||||
toggleComponent.SetIsOnWithoutNotify(radioModel.IsSelected);
|
||||
|
||||
// UI Toggle의 상태가 사용자에 의해 변경될 때 호출될 리스너를 추가합니다.
|
||||
toggleComponent.onValueChanged.AddListener((isSelected) =>
|
||||
{
|
||||
// 라디오 버튼은 선택될 때(isSelected가 true일 때)만 동작을 수행합니다.
|
||||
// 해제될 때는 다른 라디오 버튼이 선택되면서 자동으로 해제되므로 별도 처리가 필요 없습니다.
|
||||
if (isSelected)
|
||||
{
|
||||
// 사용자가 UI를 클릭하여 이 라디오 버튼을 선택하면, 모델의 ExecuteClick()을 호출합니다.
|
||||
// ToolbarRadioButton의 ExecuteClick() 내부에서 IsSelected 상태가 true로 설정되고,
|
||||
// 같은 그룹의 다른 라디오 버튼들은 IsSelected가 false로 설정됩니다.
|
||||
// 이후 관련 이벤트가 발생하여 UI가 동기화됩니다.
|
||||
// 파라미터 true는 '선택됨'을 명시적으로 나타낼 수 있으나, 모델 내부 로직에 따라 달라질 수 있습니다.
|
||||
radioModel.ExecuteClick(true);
|
||||
}
|
||||
});
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError($"RadioButtonViewProcessor: RadioButton '{radioModel.Text}'의 GameObject에 Toggle 컴포넌트가 없습니다.", buttonUIObject);
|
||||
}
|
||||
UpdateCommonButtonVisuals(buttonModel, buttonUIObject, viewContext);
|
||||
UpdateToggleStateVisuals(radioModel, buttonUIObject, radioModel.IsSelected, viewContext);
|
||||
}
|
||||
UpdateCommonButtonVisuals(buttonModel, buttonUIObject, viewContext);
|
||||
UpdateToggleStateVisuals(radioModel, buttonUIObject, radioModel.IsSelected, viewContext);
|
||||
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -131,20 +187,41 @@ namespace UVC.UI.Toolbar.View
|
||||
/// <param name="viewContext">현재 ToolbarView의 인스턴스.</param>
|
||||
public void UpdateToggleStateVisuals(ToolbarToggleButton toggleButtonModel, GameObject buttonUIObject, bool isSelected, ToolbarView viewContext)
|
||||
{
|
||||
// ToolbarRadioButton은 ToolbarToggleButton을 상속하므로, toggleButtonModel을 ToolbarRadioButton으로 캐스팅합니다.
|
||||
ToolbarRadioButton radioModel = toggleButtonModel as ToolbarRadioButton;
|
||||
if (radioModel == null) return;
|
||||
|
||||
Toggle toggleComponent = buttonUIObject.GetComponent<Toggle>();
|
||||
if (toggleComponent != null)
|
||||
if(toggleButtonModel is ToolbarRadioButton)
|
||||
{
|
||||
if (toggleComponent.isOn != isSelected)
|
||||
// ToolbarRadioButton은 ToolbarToggleButton을 상속하므로, toggleButtonModel을 ToolbarRadioButton으로 캐스팅합니다.
|
||||
ToolbarRadioButton radioModel = toggleButtonModel as ToolbarRadioButton;
|
||||
if (radioModel == null) return;
|
||||
|
||||
Toggle toggleComponent = buttonUIObject.GetComponent<Toggle>();
|
||||
if (toggleComponent != null)
|
||||
{
|
||||
toggleComponent.SetIsOnWithoutNotify(isSelected);
|
||||
if (toggleComponent.isOn != isSelected)
|
||||
{
|
||||
toggleComponent.SetIsOnWithoutNotify(isSelected);
|
||||
}
|
||||
}
|
||||
// 공통 시각적 업데이트를 호출하여 선택 상태에 따른 아이콘 변경 등을 처리합니다.
|
||||
viewContext.InternalUpdateCommonButtonVisuals(radioModel, buttonUIObject); // 아이콘 업데이트를 위해 호출
|
||||
}
|
||||
// 공통 시각적 업데이트를 호출하여 선택 상태에 따른 아이콘 변경 등을 처리합니다.
|
||||
viewContext.InternalUpdateCommonButtonVisuals(radioModel, buttonUIObject); // 아이콘 업데이트를 위해 호출
|
||||
if (toggleButtonModel is CameraRadioButton)
|
||||
{
|
||||
// ToolbarRadioButton은 ToolbarToggleButton을 상속하므로, toggleButtonModel을 ToolbarRadioButton으로 캐스팅합니다.
|
||||
CameraRadioButton radioModel = toggleButtonModel as CameraRadioButton;
|
||||
if (radioModel == null) return;
|
||||
|
||||
Toggle toggleComponent = buttonUIObject.GetComponent<Toggle>();
|
||||
if (toggleComponent != null)
|
||||
{
|
||||
if (toggleComponent.isOn != isSelected)
|
||||
{
|
||||
toggleComponent.SetIsOnWithoutNotify(isSelected);
|
||||
}
|
||||
}
|
||||
// 공통 시각적 업데이트를 호출하여 선택 상태에 따른 아이콘 변경 등을 처리합니다.
|
||||
viewContext.InternalUpdateCommonButtonVisuals(radioModel, buttonUIObject); // 아이콘 업데이트를 위해 호출
|
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}
|
||||
|
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}
|
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}
|
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}
|
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@@ -88,6 +88,8 @@ namespace UVC.UI.Toolbar.View
|
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public GameObject standardButtonPrefab;
|
||||
[Tooltip("Cameara표준 버튼 UI에 사용될 프리팹입니다.")]
|
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public GameObject camerastandardButtonPrefab;
|
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[Tooltip("Cameara라디오 버튼 UI에 사용될 프리팹입니다.")]
|
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public GameObject cameraradioButtonPrefab;
|
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[Tooltip("토글 버튼 UI에 사용될 프리팹입니다. IsOn=false로 설정해 놔야 합니다.")]
|
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public GameObject toggleButtonPrefab;
|
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[Tooltip("라디오 버튼 UI에 사용될 프리팹입니다. IsOn=false로 설정해 놔야 합니다.")]
|
||||
@@ -168,6 +170,7 @@ namespace UVC.UI.Toolbar.View
|
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// 각 버튼 타입에 대한 뷰 프로세서를 등록합니다.
|
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_buttonViewProcessors[typeof(ToolbarStandardButton)] = new ToolbarStandardButtonViewProcessor();
|
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_buttonViewProcessors[typeof(CameraStandardButton)] = new ToolbarStandardButtonViewProcessor();
|
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_buttonViewProcessors[typeof(CameraRadioButton)] = new ToolbarRadioButtonViewProcessor();
|
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_buttonViewProcessors[typeof(ToolbarToggleButton)] = new ToolbarToggleButtonViewProcessor();
|
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_buttonViewProcessors[typeof(ToolbarRadioButton)] = new ToolbarRadioButtonViewProcessor();
|
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_buttonViewProcessors[typeof(ToolbarExpandableButton)] = new ToolbarExpandableButtonViewProcessor();
|
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@@ -183,6 +186,10 @@ namespace UVC.UI.Toolbar.View
|
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{
|
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camerastandardButtonPrefab = Resources.Load<GameObject>("Prefabs/UI/Toolbar/CameraStandardButton");
|
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}
|
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if (cameraradioButtonPrefab == null)
|
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{
|
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|
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}
|
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}
|
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|
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/// <summary>
|
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@@ -196,7 +203,8 @@ namespace UVC.UI.Toolbar.View
|
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|
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// 필수 조건들을 다시 한 번 확인합니다.
|
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if (standardButtonPrefab == null || toggleButtonPrefab == null || radioButtonPrefab == null ||
|
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expandableButtonPrefab == null || separatorPrefab == null || subMenuPanelPrefab == null || camerastandardButtonPrefab == null)
|
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expandableButtonPrefab == null || separatorPrefab == null || subMenuPanelPrefab == null ||
|
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camerastandardButtonPrefab == null || cameraradioButtonPrefab==null)
|
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{
|
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Debug.LogError("ToolbarView: 필수 프리팹이 할당되지 않았습니다.", this);
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return;
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