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Switched to using ScrollView instead of ScrollRect to better integrate with BS UI

pull/11/head
Anairkoen Schno 5 years ago
parent
commit
10fac8d294
1 changed files with 105 additions and 61 deletions
  1. +105
    -61
      BSIPA-ModList/UI/ViewControllers/MarkdownView.cs

+ 105
- 61
BSIPA-ModList/UI/ViewControllers/MarkdownView.cs View File

@ -9,10 +9,11 @@ using CommonMark.Syntax;
using UnityEngine.UI;
using TMPro;
using CustomUI.BeatSaber;
using IPA.Utilities;
namespace BSIPA_ModList.UI.ViewControllers
{
[RequireComponent(typeof(RectTransform), typeof(ScrollRect))]
[RequireComponent(typeof(RectTransform))]
public class MarkdownView : MonoBehaviour
{
private class TagTypeComponent : MonoBehaviour
@ -35,10 +36,9 @@ namespace BSIPA_ModList.UI.ViewControllers
public RectTransform rectTransform => GetComponent<RectTransform>();
private ScrollRect view;
private ScrollView scrView;
private RectTransform content;
private RectTransform viewport;
private Scrollbar scrollbar;
private CommonMarkSettings settings;
public MarkdownView()
@ -72,7 +72,7 @@ namespace BSIPA_ModList.UI.ViewControllers
protected void Awake()
{
view = GetComponent<ScrollRect>();
/*view = GetComponent<ScrollRect>();
view.verticalScrollbarVisibility = ScrollRect.ScrollbarVisibility.AutoHide;
view.vertical = true;
view.horizontal = false;
@ -84,7 +84,9 @@ namespace BSIPA_ModList.UI.ViewControllers
scrollbar.transform.SetParent(transform);
scrollbar.direction = Scrollbar.Direction.TopToBottom;
scrollbar.interactable = true;
view.verticalScrollbar = scrollbar;
view.verticalScrollbar = scrollbar;*/
gameObject.SetActive(false);
var vpgo = new GameObject("Viewport");
viewport = vpgo.AddComponent<RectTransform>();
@ -101,7 +103,7 @@ namespace BSIPA_ModList.UI.ViewControllers
vpim.sprite = WhitePixel;
vpim.material = CustomUI.Utilities.UIUtilities.NoGlowMaterial;
view.viewport = viewport;
//view.viewport = viewport;
content = new GameObject("Content Wrapper").AddComponent<RectTransform>();
content.SetParent(viewport);
@ -117,7 +119,37 @@ namespace BSIPA_ModList.UI.ViewControllers
content.anchoredPosition = Vector2.zero;
//content.sizeDelta = Vector2.zero;
view.content = content;
//view.content = content;
var pageUp = Instantiate(Resources.FindObjectsOfTypeAll<Button>().Last((Button x) => x.name == "PageUpButton"), rectTransform, false);
var pageDown = Instantiate(Resources.FindObjectsOfTypeAll<Button>().Last((Button x) => x.name == "PageDownButton"), rectTransform, false);
{
var pup_rt = pageUp.transform as RectTransform;
var pup_sof = pup_rt.sizeDelta.y;
var pup_xoff = (rectTransform.sizeDelta.x / 2) + (pup_sof / 2);
pup_rt.anchoredPosition = new Vector2(pup_xoff, pup_rt.anchoredPosition.y);
var pup_bg_rt = pup_rt.Find("BG") as RectTransform;
pup_bg_rt.sizeDelta = new Vector2(pup_bg_rt.sizeDelta.y, pup_bg_rt.sizeDelta.y);
//Destroy(pageUp.GetComponent<Touchable>()); // destroy Touchable component to fix hitboxes
}
{
var pdn_rt = pageDown.transform as RectTransform;
var pdn_sof = pdn_rt.sizeDelta.y;
var pdn_xoff = (rectTransform.sizeDelta.x / 2) + (pdn_sof / 2);
pdn_rt.anchoredPosition = new Vector2(pdn_xoff, pdn_rt.anchoredPosition.y);
var pdn_bg_rt = pdn_rt.Find("BG") as RectTransform;
pdn_bg_rt.sizeDelta = new Vector2(pdn_bg_rt.sizeDelta.y, pdn_bg_rt.sizeDelta.y);
//Destroy(pageDown.GetComponent<Touchable>()); // destroy Touchable component to fix hitboxes
}
scrView = gameObject.AddComponent<ScrollView>();
scrView.SetPrivateField("_pageUpButton", pageUp);
scrView.SetPrivateField("_pageDownButton", pageDown);
scrView.SetPrivateField("_contentRectTransform", content);
scrView.SetPrivateField("_viewport", viewport);
gameObject.SetActive(true);
}
private static Sprite whitePixel;
@ -151,11 +183,11 @@ namespace BSIPA_ModList.UI.ViewControllers
else if (resetContentPosition)
{
resetContentPosition = false;
var v = content.anchoredPosition;
/*var v = content.anchoredPosition;
v.y = -(content.rect.height / 2);
content.anchoredPosition = v;
content.anchoredPosition = v;*/
scrView.Setup();
}
}
private bool resetContentPosition = false;
@ -177,6 +209,9 @@ namespace BSIPA_ModList.UI.ViewControllers
{
var block = node.Block;
const float BreakHeight = .5f;
const int TextInset = 1;
void Spacer(float size = 1.5f)
{
var go = new GameObject("Spacer", typeof(RectTransform));
@ -206,12 +241,12 @@ namespace BSIPA_ModList.UI.ViewControllers
vlayout.anchorMax = new Vector2(.5f, .5f);
vlayout.localScale = Vector3.one;
vlayout.localPosition = Vector3.zero;
if (isDoc)
{
vlayout.sizeDelta = Vector2.zero;
vlayout.anchorMin = Vector2.zero;
vlayout.anchorMax = Vector2.one;
vlayout.anchoredPosition = new Vector2(0f, -30f); // no idea where this -30 comes from, but it works for my use
}
var tt = go.AddComponent<TagTypeComponent>();
tt.Tag = block.Tag;
@ -245,6 +280,56 @@ namespace BSIPA_ModList.UI.ViewControllers
return null;
}
void ThematicBreak()
{ // TODO: Fix positioning
var go = new GameObject("ThematicBreak", typeof(RectTransform), typeof(HorizontalLayoutGroup));
var vlayout = go.GetComponent<RectTransform>();
vlayout.SetParent(layout.Peek());
var l = go.GetComponent<HorizontalLayoutGroup>();
#if DEBUG && UI_CONFIGURE_MARKDOWN_THEMATIC_BREAK
l.childControlHeight = (tbreakSettings & 0b0001) != 0; // if set, not well behaved
l.childControlWidth = (tbreakSettings & 0b0010) != 0;
l.childForceExpandHeight = (tbreakSettings & 0b0100) != 0; // if set, not well behaved
l.childForceExpandWidth = (tbreakSettings & 0b1000) != 0;
#else
l.childControlHeight = false;
l.childControlWidth = false;
l.childForceExpandHeight = false;
l.childForceExpandWidth = false;
#endif
l.childAlignment = TextAnchor.UpperCenter;
l.spacing = 0f;
vlayout.localScale = Vector3.one;
vlayout.anchoredPosition = Vector2.zero;
vlayout.anchorMin = new Vector2(.5f, .5f);
vlayout.anchorMax = new Vector2(.5f, .5f);
vlayout.sizeDelta = new Vector2(layout.Peek().rect.width, BreakHeight);
vlayout.localPosition = Vector3.zero;
currentText = null;
go = new GameObject("ThematicBreak Bar", typeof(RectTransform), typeof(Image), typeof(LayoutElement));
var im = go.GetComponent<Image>();
im.color = Color.white;
// i think i need to copy the sprite because i'm using the same one for the mask
im.sprite = Sprite.Create(WhitePixel.texture, WhitePixel.rect, Vector2.zero);
im.material = CustomUI.Utilities.UIUtilities.NoGlowMaterial;
var rt = go.GetComponent<RectTransform>();
rt.SetParent(vlayout);
var le = go.GetComponent<LayoutElement>();
le.minWidth = le.preferredWidth = layout.Peek().rect.width;
le.minHeight = le.preferredHeight = BreakHeight;
le.flexibleHeight = le.flexibleWidth = 1f;
rt.localScale = Vector3.one;
rt.localPosition = Vector3.zero;
rt.anchoredPosition = Vector3.zero;
rt.anchorMin = Vector2.zero;
rt.anchorMax = Vector2.one;
rt.sizeDelta = new Vector2(layout.Peek().rect.width, BreakHeight);
Spacer(1f);
}
switch (block.Tag)
{
case BlockTag.Document:
@ -252,66 +337,25 @@ namespace BSIPA_ModList.UI.ViewControllers
break;
case BlockTag.SetextHeading:
var l = BlockNode("SeHeading", .1f, false, t => t.hData = block.Heading);
if (l) l.childAlignment = TextAnchor.UpperCenter; // TODO: fix centering
if (l)
{
l.childAlignment = TextAnchor.UpperCenter;
l.padding = new RectOffset(TextInset, TextInset, 0, 0);
}
else ThematicBreak();
break;
case BlockTag.AtxHeading:
l = BlockNode("AtxHeading", .1f, false, t => t.hData = block.Heading);
if (l) l.padding = new RectOffset(TextInset, TextInset, 0, 0);
if (l && block.Heading.Level == 1)
l.childAlignment = TextAnchor.UpperCenter;
break;
case BlockTag.Paragraph:
l = BlockNode("Paragraph", .1f, false, spacer: 1.5f);
if (l) l.padding = new RectOffset(TextInset, TextInset, 0, 0);
break;
case BlockTag.ThematicBreak:
{ // TODO: fix this, it doesn't want to actually show up properly
const float BreakHeight = .5f;
var go = new GameObject("ThematicBreak", typeof(RectTransform), typeof(HorizontalLayoutGroup));
var vlayout = go.GetComponent<RectTransform>();
vlayout.SetParent(layout.Peek());
l = go.GetComponent<HorizontalLayoutGroup>();
#if DEBUG && UI_CONFIGURE_MARKDOWN_THEMATIC_BREAK
l.childControlHeight = (tbreakSettings & 0b0001) != 0; // if set, not well behaved
l.childControlWidth = (tbreakSettings & 0b0010) != 0;
l.childForceExpandHeight = (tbreakSettings & 0b0100) != 0; // if set, not well behaved
l.childForceExpandWidth = (tbreakSettings & 0b1000) != 0;
#else
l.childControlHeight = false;
l.childControlWidth = false;
l.childForceExpandHeight = false;
l.childForceExpandWidth = false;
#endif
l.spacing = 0f;
vlayout.localScale = Vector3.one;
vlayout.anchoredPosition = Vector2.zero;
vlayout.anchorMin = new Vector2(.5f, .5f);
vlayout.anchorMax = new Vector2(.5f, .5f);
vlayout.sizeDelta = new Vector2(layout.Peek().rect.width - BreakHeight, BreakHeight);
vlayout.localPosition = Vector3.zero;
currentText = null;
go = new GameObject("ThematicBreak Bar", typeof(RectTransform), typeof(Image), typeof(LayoutElement));
var im = go.GetComponent<Image>();
im.color = Color.white;
// i think i need to copy the sprite because i'm using the same one for the mask
im.sprite = Sprite.Create(WhitePixel.texture, WhitePixel.rect, Vector2.zero);
im.material = CustomUI.Utilities.UIUtilities.NoGlowMaterial;
var rt = go.GetComponent<RectTransform>();
rt.SetParent(vlayout);
var le = go.GetComponent<LayoutElement>();
le.minWidth = le.preferredWidth = layout.Peek().rect.width - BreakHeight;
le.minHeight = le.preferredHeight = BreakHeight;
le.flexibleHeight = le.flexibleWidth = 1f;
rt.localScale = Vector3.one;
rt.localPosition = Vector3.zero;
rt.anchoredPosition = Vector3.zero;
rt.anchorMin = Vector2.zero;
rt.anchorMax = Vector2.one;
rt.sizeDelta = new Vector2(layout.Peek().rect.width - BreakHeight, BreakHeight);
Spacer(1f);
}
ThematicBreak();
break;
// TODO: add the rest of the tag types
}


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