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- using CustomUI.BeatSaber;
- using CustomUI.Utilities;
- using System;
- using System.Collections.Generic;
- using System.Linq;
- using System.Text;
- using System.Threading.Tasks;
- using TMPro;
- using UnityEngine;
- using UnityEngine.UI;
- using VRUI;
-
- namespace BSIPA_ModList.UI
- {
- internal class ModInfoViewController : VRUIViewController
- {
- internal Sprite Icon;
- internal string Name;
- internal string Version;
- internal string Author;
- internal string Description;
- internal bool CanUpdate;
-
- private ModInfoView view;
-
- public void Init(Sprite icon, string name, string version, string author, string description, bool canUpdate)
- {
- Logger.log.Debug($"init info view controller");
-
- Icon = icon;
- Name = name;
- Version = version;
- Author = author;
- Description = description;
- CanUpdate = canUpdate;
-
- // i also have no clue why this is necessary
- rectTransform.anchorMin = new Vector2(0f, 0f);
- rectTransform.anchorMax = new Vector2(0.5f, 1f);
-
- var go = new GameObject("Info View", typeof(RectTransform));
- go.SetActive(false);
- go.AddComponent<RectMask2D>();
- view = go.AddComponent<ModInfoView>();
- var rt = view.transform as RectTransform;
- rt.SetParent(transform);
- rt.anchorMin = new Vector2(0f, 0f);
- rt.anchorMax = new Vector2(1f, 1f);
- rt.anchoredPosition = new Vector2(0f, 0f);
- view.Init(this);
- go.SetActive(true);
- }
- }
-
- internal class ModInfoView : MonoBehaviour
- {
- private ModInfoViewController controller;
-
- private TextMeshProUGUI titleText;
- private TextMeshProUGUI authorText;
- private TextMeshProUGUI descText;
- private Image icon;
-
- public void Init(ModInfoViewController controller)
- {
- Logger.log.Debug($"init info view");
- this.controller = controller;
-
- var rectTransform = transform as RectTransform;
- rectTransform.sizeDelta = new Vector2(60f, 10f);
-
- titleText = BeatSaberUI.CreateText(rectTransform, $"{controller.Name} <size=60%>{controller.Version}", new Vector2(11f, 27.5f));
- titleText.fontSize = 6f;
- authorText = BeatSaberUI.CreateText(rectTransform, controller.Author, new Vector2(11f, 22f));
- authorText.fontSize = 4.5f;
- descText = BeatSaberUI.CreateText(rectTransform, controller.Description, new Vector2(-4.5f, 12f));
- descText.enableWordWrapping = true;
- descText.overflowMode = TextOverflowModes.ScrollRect;
-
- icon = new GameObject("Mod Info View Icon", typeof(RectTransform)).AddComponent<Image>();
- icon.gameObject.SetActive(false);
- icon.rectTransform.SetParent(rectTransform, false);
- icon.rectTransform.anchorMin = new Vector2(0.5f, 0.44f);
- icon.rectTransform.anchorMax = new Vector2(0.5f, 0.5f);
- icon.rectTransform.sizeDelta = new Vector2(60f, 10f);
- icon.rectTransform.anchoredPosition = new Vector2(-27.8f, 27.3f);
- icon.sprite = controller.Icon;
- icon.preserveAspect = true;
- icon.useSpriteMesh = true;
- icon.material = UIUtilities.NoGlowMaterial;
- icon.gameObject.SetActive(true);
- }
-
- #if DEBUG
- #if ADJUST_INFO_TEXT_UI_KEYS
- private int currentItem = 0;
- #endif
- public void Update()
- {
- #if ADJUST_INFO_TEXT_UI_KEYS
- RectTransform rt;
- switch (currentItem)
- {
- default:
- currentItem = 0;
- goto case 0; // idk why this is needed tbh
- case 0:
- rt = titleText.rectTransform;
- break;
- case 1:
- rt = authorText.rectTransform;
- break;
- case 2:
- rt = descText.rectTransform;
- break;
-
- }
-
- if (Input.GetKeyDown(KeyCode.N))
- currentItem++;
-
- var cpos = rt.anchoredPosition;
- if (Input.GetKey(KeyCode.LeftArrow))
- {
- rt.anchoredPosition = new Vector2(cpos.x - .1f, cpos.y);
- }
- else if (Input.GetKey(KeyCode.RightArrow))
- {
- rt.anchoredPosition = new Vector2(cpos.x + .1f, cpos.y);
- }
- else if (Input.GetKey(KeyCode.UpArrow))
- {
- rt.anchoredPosition = new Vector2(cpos.x, cpos.y + .1f);
- }
- else if (Input.GetKey(KeyCode.DownArrow))
- {
- rt.anchoredPosition = new Vector2(cpos.x, cpos.y - .1f);
- }
- else
- return;
-
- Logger.log.Debug($"Position now at {rt.anchoredPosition}");
- #endif
- #if ADJUST_INFO_ICON_UI_KEYS
- var rt = icon.rectTransform;
- if (Input.GetKey(KeyCode.Z))
- { // adjust anchormin
- var cpos = rt.anchorMin;
- if (Input.GetKey(KeyCode.LeftArrow))
- {
- rt.anchorMin = new Vector2(cpos.x - .001f, cpos.y);
- }
- else if (Input.GetKey(KeyCode.RightArrow))
- {
- rt.anchorMin = new Vector2(cpos.x + .001f, cpos.y);
- }
- else if (Input.GetKey(KeyCode.UpArrow))
- {
- rt.anchorMin = new Vector2(cpos.x, cpos.y + .001f);
- }
- else if (Input.GetKey(KeyCode.DownArrow))
- {
- rt.anchorMin = new Vector2(cpos.x, cpos.y - .001f);
- }
- else
- return;
-
- Logger.log.Debug($"Anchor min now at {rt.anchorMin}");
- }
- else if(Input.GetKey(KeyCode.X))
- { // adjust anchorMax
- var cpos = rt.anchorMax;
- if (Input.GetKey(KeyCode.LeftArrow))
- {
- rt.anchorMax = new Vector2(cpos.x - .001f, cpos.y);
- }
- else if (Input.GetKey(KeyCode.RightArrow))
- {
- rt.anchorMax = new Vector2(cpos.x + .001f, cpos.y);
- }
- else if (Input.GetKey(KeyCode.UpArrow))
- {
- rt.anchorMax = new Vector2(cpos.x, cpos.y + .001f);
- }
- else if (Input.GetKey(KeyCode.DownArrow))
- {
- rt.anchorMax = new Vector2(cpos.x, cpos.y - .001f);
- }
- else
- return;
-
- Logger.log.Debug($"Anchor max now at {rt.anchorMax}");
- }
- else
- {
- var cpos = rt.anchoredPosition;
- if (Input.GetKey(KeyCode.LeftArrow))
- {
- rt.anchoredPosition = new Vector2(cpos.x - .1f, cpos.y);
- }
- else if (Input.GetKey(KeyCode.RightArrow))
- {
- rt.anchoredPosition = new Vector2(cpos.x + .1f, cpos.y);
- }
- else if (Input.GetKey(KeyCode.UpArrow))
- {
- rt.anchoredPosition = new Vector2(cpos.x, cpos.y + .1f);
- }
- else if (Input.GetKey(KeyCode.DownArrow))
- {
- rt.anchoredPosition = new Vector2(cpos.x, cpos.y - .1f);
- }
- else
- return;
-
- Logger.log.Debug($"Position now at {rt.anchoredPosition}");
- }
- #endif
- }
- #endif
- }
- }
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