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Question by LANDO · Sep 26, 2012 at 10:33 AM · iosarraytexture2dscrollgui.window

Texture 2D array to GUI.Window rows iOS

I'm trying to make a scrollable GUI.Window with each row containing a seperate color swatch for users to tap.

I can assign a Texture2D to each row, however I'm simply having a problem cycling through an array of Texture2D so each row has a different color.

 public var myTextures : Texture2D[];

Setting up table, rows and button behavior:

 function DoWindow (windowID : int) //build table
 {
     var listSize : Vector2 = Vector2(windowRect.width - 2*listMargin.x,
                                      windowRect.height - 2*listMargin.y);
     var rScrollFrame :Rect = Rect(listMargin.x, listMargin.y, listSize.x, listSize.y);
     var rList :Rect = Rect(0, 0, rowSize.x, numRows*rowSize.y);
     scrollPosition = GUI.BeginScrollView (rScrollFrame, scrollPosition, rList, false, false);
     var rBtn :Rect = Rect(0, 0, rowSize.x, rowSize.y);

This is where I start run into trouble getting the Texture2D array to cycle through:

 for (var iTex : int = 0; iTex < numRows; iTex++) {
 
 for (var iRow : int = 0; iRow < numRows; iRow++)
 { var fClicked : boolean = false; var rowLabel : String = "Row Number " + iRow; 
 `//this is what will be written in the rows
  if ( iRow == selected )
  {
  fClicked = GUI.Button(rBtn, rowLabel, rowSelectedStyle);
  }
  else
  { 
 fClicked = GUI.Button(rBtn, myTextures[iTex]);  //trying to cycle through array colors here
  }
 }
 }
  GUI.EndScrollView();
 }

Not sure what where I'm missing here, but I'm pretty sure I'll hit myself once I can figure it out...

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avatar image hvilela · Sep 26, 2012 at 08:12 PM 0
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Please, edit your question so the code is legible.

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