Browse Source

Fixed a few bugs relating to runtime enablable plugins

pull/15/head
Anairkoen Schno 5 years ago
parent
commit
9adb6ccb42
14 changed files with 60 additions and 370 deletions
  1. +26
    -1
      BSIPA-ModList/UI/ViewControllers/ModCells.cs
  2. +15
    -1
      BSIPA-ModList/UI/ViewControllers/ModInfoViewController.cs
  3. +13
    -1
      BSIPA-ModList/UI/ViewControllers/ModListController.cs
  4. +1
    -1
      BSIPA-ModList/manifest.json
  5. +1
    -1
      IPA.Loader/Config/SelfConfig.cs
  6. +0
    -1
      IPA.Loader/Loader/PluginManager.cs
  7. +1
    -1
      IPA.Loader/Loader/manifest.json
  8. +1
    -1
      IPA/Program.cs
  9. BIN
      Refs/Assembly-CSharp.dll
  10. BIN
      Refs/BeatSaberCustomUI.dll
  11. +0
    -359
      Refs/BeatSaberCustomUI.xml
  12. BIN
      Refs/UnityEngine.CoreModule.dll
  13. +1
    -2
      Refs/refs.txt
  14. +1
    -1
      appveyor.yml

+ 26
- 1
BSIPA-ModList/UI/ViewControllers/ModCells.cs View File

@ -18,7 +18,7 @@ namespace BSIPA_ModList.UI.ViewControllers
void Update();
}
internal class BSIPAModCell : CustomCellInfo, IClickableCell
internal class BSIPAModCell : CustomCellInfo, IClickableCell, IDisposable
{
internal PluginLoader.PluginMetadata Plugin;
private ModListController list;
@ -59,7 +59,10 @@ namespace BSIPA_ModList.UI.ViewControllers
private static void PluginManager_PluginDisabled(PluginLoader.PluginMetadata plugin, bool needsRestart, WeakReference<BSIPAModCell> _self, PluginManager.PluginDisableDelegate ownDel)
{
if (!_self.TryGetTarget(out var self))
{
PluginManager.PluginDisabled -= ownDel;
return;
}
if (plugin != self.Plugin) return;
@ -112,6 +115,28 @@ namespace BSIPA_ModList.UI.ViewControllers
if (propogate)
list.Reload();
}
#region IDisposable Support
private bool disposedValue = false; // To detect redundant calls
protected virtual void Dispose(bool disposing)
{
if (!disposedValue)
{
if (disposing)
{
PluginManager.PluginDisabled -= disableDel;
PluginManager.PluginEnabled -= enableDel;
}
disposedValue = true;
}
}
public void Dispose()
{
Dispose(true);
}
#endregion
}
internal class BSIPAIgnoredModCell : CustomCellInfo, IClickableCell


+ 15
- 1
BSIPA-ModList/UI/ViewControllers/ModInfoViewController.cs View File

@ -94,6 +94,20 @@ namespace BSIPA_ModList.UI
SetupLinks(links);
}
protected override void DidDeactivate(DeactivationType deactivationType)
{
base.DidDeactivate(deactivationType);
if (deactivationType == DeactivationType.RemovedFromHierarchy)
Plugin.OnConfigChaned -= OptHideButton;
}
protected override void OnDestroy()
{
Plugin.OnConfigChaned -= OptHideButton;
base.OnDestroy();
}
~ModInfoViewController()
{
Plugin.OnConfigChaned -= OptHideButton;
@ -101,7 +115,7 @@ namespace BSIPA_ModList.UI
private void OptHideButton(SelfConfig cfg)
{
enableDisableButton?.gameObject.SetActive(cfg.ShowEnableDisable);
enableDisableButton?.gameObject?.SetActive(cfg.ShowEnableDisable);
}
private Action setAction = () => { };


+ 13
- 1
BSIPA-ModList/UI/ViewControllers/ModListController.cs View File

@ -64,7 +64,8 @@ namespace BSIPA_ModList.UI
var cells = _customListTableView.GetPrivateField<List<TableCell>>("_visibleCells");
foreach (var c in cells)
{
c.gameObject.SetActive(false);
if (c == null) continue;
c.gameObject?.SetActive(false);
_customListTableView.AddCellToReusableCells(c);
}
cells.Clear();
@ -85,5 +86,16 @@ namespace BSIPA_ModList.UI
_customListTableView.gameObject.GetComponent<ScrollRect>().scrollSensitivity = 0f;
}
protected override void OnDestroy()
{
base.OnDestroy();
foreach (var cell in Data)
{
if (cell is IDisposable disp)
disp.Dispose();
}
}
}
}

+ 1
- 1
BSIPA-ModList/manifest.json View File

@ -11,7 +11,7 @@
"gameVersion": "1.1.0",
"id": "BSIPA Mod List",
"name": "BSIPA Mod List",
"version": "1.2.5",
"version": "1.2.6",
"icon": "BSIPA_ModList.Icons.self.png",
"dependsOn": {
"BSIPA": "^3.12.22",


+ 1
- 1
IPA.Loader/Config/SelfConfig.cs View File

@ -37,7 +37,7 @@ namespace IPA.Config
}
internal const string IPAName = "Beat Saber IPA";
internal const string IPAVersion = "3.12.22";
internal const string IPAVersion = "3.12.23";
public bool Regenerate = true;


+ 0
- 1
IPA.Loader/Loader/PluginManager.cs View File

@ -120,7 +120,6 @@ namespace IPA.Loader
runtimeDisabled.Add(plugin);
_bsPlugins.Remove(plugin);
PluginLoader.DisabledPlugins.Add(plugin.Metadata);
try
{


+ 1
- 1
IPA.Loader/Loader/manifest.json View File

@ -8,7 +8,7 @@
"gameVersion": "1.1.0",
"id": "BSIPA",
"name": "Beat Saber IPA",
"version": "3.12.22",
"version": "3.12.23",
"icon": "IPA.icon.png",
"features": [
"define-feature(print, IPA.Loader.Features.PrintFeature)",


+ 1
- 1
IPA/Program.cs View File

@ -23,7 +23,7 @@ namespace IPA
Unknown
}
public const string FileVersion = "3.12.22";
public const string FileVersion = "3.12.23";
public static Version Version => Assembly.GetEntryAssembly().GetName().Version;


BIN
Refs/Assembly-CSharp.dll View File


BIN
Refs/BeatSaberCustomUI.dll View File


+ 0
- 359
Refs/BeatSaberCustomUI.xml View File

@ -1,359 +0,0 @@
<?xml version="1.0"?>
<doc>
<assembly>
<name>BeatSaberCustomUI</name>
</assembly>
<members>
<member name="M:CustomUI.BeatSaber.BeatSaberUI.DisplayKeyboard(System.String,System.String,System.Action{System.String},System.Action{System.String},System.Action)">
<summary>
Display a keyboard interface to accept user input.
</summary>
<param name="title">The title to be displayed above the keyboard.</param>
<param name="initialValue">The starting value of the keyboard.</param>
<param name="TextChangedEvent">Callback when the text is modified by the user (when any key is pressed basically).</param>
<param name="TextEntrySuccessEvent">Callback when the user successfully submits the changed text.</param>
<param name="TextEntryCancelledEvent">Callback when the user presses the cancel button.</param>
<returns></returns>
</member>
<member name="M:CustomUI.BeatSaber.BeatSaberUI.CreateUIButton(UnityEngine.RectTransform,System.String,UnityEngine.Vector2,UnityEngine.Vector2,UnityEngine.Events.UnityAction,System.String,UnityEngine.Sprite)">
<summary>
Creates a copy of a template button and returns it.
</summary>
<param name="parent">The transform to parent the button to.</param>
<param name="buttonTemplate">The name of the button to make a copy of. Example: "QuitButton", "PlayButton", etc.</param>
<param name="anchoredPosition">The position the button should be anchored to.</param>
<param name="sizeDelta">The size of the buttons RectTransform.</param>
<param name="onClick">Callback for when the button is pressed.</param>
<param name="buttonText">The text that should be shown on the button.</param>
<param name="icon">The icon that should be shown on the button.</param>
<returns>The newly created button.</returns>
</member>
<member name="M:CustomUI.BeatSaber.BeatSaberUI.CreateUIButton(UnityEngine.RectTransform,System.String,UnityEngine.Vector2,UnityEngine.Events.UnityAction,System.String,UnityEngine.Sprite)">
<summary>
Creates a copy of a template button and returns it.
</summary>
<param name="parent">The transform to parent the button to.</param>
<param name="buttonTemplate">The name of the button to make a copy of. Example: "QuitButton", "PlayButton", etc.</param>
<param name="anchoredPosition">The position the button should be anchored to.</param>
<param name="onClick">Callback for when the button is pressed.</param>
<param name="buttonText">The text that should be shown on the button.</param>
<param name="icon">The icon that should be shown on the button.</param>
<returns>The newly created button.</returns>
</member>
<member name="M:CustomUI.BeatSaber.BeatSaberUI.CreateUIButton(UnityEngine.RectTransform,System.String,UnityEngine.Events.UnityAction,System.String,UnityEngine.Sprite)">
<summary>
Creates a copy of a template button and returns it.
</summary>
<param name="parent">The transform to parent the button to.</param>
<param name="buttonTemplate">The name of the button to make a copy of. Example: "QuitButton", "PlayButton", etc.</param>
<param name="onClick">Callback for when the button is pressed.</param>
<param name="buttonText">The text that should be shown on the button.</param>
<param name="icon">The icon that should be shown on the button.</param>
<returns>The newly created button.</returns>
</member>
<member name="M:CustomUI.BeatSaber.BeatSaberUI.CreateBackButton(UnityEngine.RectTransform,UnityEngine.Events.UnityAction)">
<summary>
Creates a copy of a back button.
</summary>
<param name="parent">The transform to parent the new button to.</param>
<param name="onClick">Callback for when the button is pressed.</param>
<returns>The newly created back button.</returns>
</member>
<member name="M:CustomUI.BeatSaber.BeatSaberUI.CreateViewController``1">
<summary>
Creates a VRUIViewController of type T, and marks it to not be destroyed.
</summary>
<typeparam name="T">The variation of VRUIViewController you want to create.</typeparam>
<returns>The newly created VRUIViewController of type T.</returns>
</member>
<member name="M:CustomUI.BeatSaber.BeatSaberUI.CreateCustomMenu``1(System.String)">
<summary>
Creates a CustomMenu, which is basically a custom panel that handles UI transitions for you automatically.
</summary>
<typeparam name="T">The type of CustomMenu to instantiate.</typeparam>
<param name="title">The title of the new CustomMenu.</param>
<returns>The newly created CustomMenu of type T.</returns>
</member>
<member name="M:CustomUI.BeatSaber.BeatSaberUI.CreateLoadingSpinner(UnityEngine.Transform)">
<summary>
Creates a loading spinner.
</summary>
<param name="parent">The transform to parent the new loading spinner to.</param>
<returns>The newly created loading spinner.</returns>
</member>
<member name="M:CustomUI.BeatSaber.BeatSaberUI.CreateText(UnityEngine.RectTransform,System.String,UnityEngine.Vector2)">
<summary>
Creates a TextMeshProUGUI component.
</summary>
<param name="parent">Thet ransform to parent the new TextMeshProUGUI component to.</param>
<param name="text">The text to be displayed.</param>
<param name="anchoredPosition">The position the button should be anchored to.</param>
<returns>The newly created TextMeshProUGUI component.</returns>
</member>
<member name="M:CustomUI.BeatSaber.BeatSaberUI.CreateText(UnityEngine.RectTransform,System.String,UnityEngine.Vector2,UnityEngine.Vector2)">
<summary>
Creates a TextMeshProUGUI component.
</summary>
<param name="parent">Thet transform to parent the new TextMeshProUGUI component to.</param>
<param name="text">The text to be displayed.</param>
<param name="anchoredPosition">The position the text component should be anchored to.</param>
<param name="sizeDelta">The size of the text components RectTransform.</param>
<returns>The newly created TextMeshProUGUI component.</returns>
</member>
<member name="M:CustomUI.BeatSaber.BeatSaberUI.AddHintText(UnityEngine.RectTransform,System.String)">
<summary>
Adds hint text to any component that handles pointer events.
</summary>
<param name="parent">Thet transform to parent the new HoverHint component to.</param>
<param name="text">The text to be displayed on the HoverHint panel.</param>
<returns>The newly created HoverHint component.</returns>
</member>
<member name="M:CustomUI.BeatSaber.BeatSaberUI.CreateUISlider(UnityEngine.Transform,System.Single,System.Single,System.Single,System.Boolean,UnityEngine.Events.UnityAction{System.Single})">
<summary>
Creates a custom slider.
</summary>
<param name="parent">Thet transform to parent the new slider component to.</param>
<param name="min">The minimum value of the slider.</param>
<param name="max">The maximum value of the slider.</param>
<param name="increment">The amount to increment the slider by.</param>
<param name="intValues">True if the value represented by the slider is an int, false if it's a float.</param>
<param name="onValueChanged">Callback when the sliders value changes.</param>
<returns></returns>
</member>
<member name="M:CustomUI.BeatSaber.BeatSaberUI.CreateColorPicker(UnityEngine.RectTransform,UnityEngine.Vector2,UnityEngine.Vector2)">
<summary>
Creates a color picker.
</summary>
<param name="parent">Thet transform to parent the new color picker to.</param>
<param name="anchoredPosition">The position the color picker should be anchored to.</param>
<param name="sizeDelta">The size of the color picker's RectTransform.</param>
<returns></returns>
</member>
<member name="F:CustomUI.BeatSaber.CustomFlowCoordinator.parentFlowCoordinator">
<summary>
The FlowCoordinator that presented this FlowCoordinator
</summary>
</member>
<member name="F:CustomUI.BeatSaber.CustomFlowCoordinator.customPanel">
<summary>
The CustomMenu this FlowCoordinator is representing.
</summary>
</member>
<member name="M:CustomUI.BeatSaber.CustomFlowCoordinator.Dismiss(System.Boolean)">
<summary>
Back out to the previous flow coordinator.
</summary>
<param name="immediately">If set to true, no animation will be shown and the transition will be instant.</param>
</member>
<member name="M:CustomUI.BeatSaber.CustomFlowCoordinator.Dismiss">
<summary>
Back out to the previous flow coordinator with an animation.
</summary>
</member>
<member name="F:CustomUI.BeatSaber.CustomListViewController.includePageButtons">
<summary>
Whether or not to include a back button when the ViewController is activated.
</summary>
</member>
<member name="F:CustomUI.BeatSaber.CustomListViewController._pageUpButton">
<summary>
A reference to the page up button, if it exists.
</summary>
</member>
<member name="F:CustomUI.BeatSaber.CustomListViewController._pageDownButton">
<summary>
A reference to the page down button, if it exists.
</summary>
</member>
<member name="F:CustomUI.BeatSaber.CustomListViewController._customListTableView">
<summary>
The TableView associated with the current CustomListViewController.
</summary>
</member>
<member name="F:CustomUI.BeatSaber.CustomListViewController.Data">
<summary>
The data to be displayed in the table.
</summary>
</member>
<member name="F:CustomUI.BeatSaber.CustomListViewController.DidSelectRowEvent">
<summary>
An event fired when the user selects a cell in the TableView.
</summary>
</member>
<member name="F:CustomUI.BeatSaber.CustomListViewController.reuseIdentifier">
<summary>
The reuse identifier, which is used to recycle cells instead of instantiating new instances of them.
</summary>
</member>
<member name="F:CustomUI.BeatSaber.CustomListViewController._songListTableCellInstance">
<summary>
The prefab used to instantiate new table cells.
</summary>
</member>
<member name="M:CustomUI.BeatSaber.CustomListViewController.GetTableCell(System.Int32,System.Boolean)">
<summary>
Instantiates a new LevelListTableCell (or recycles an old one).
</summary>
<param name="row">This param does nothing, and was left in by mistake.</param>
<param name="beatmapCharacteristicImages">If set to false, the BeatmapCharacteristicImages will be destroyed.</param>
<returns></returns>
</member>
<member name="M:CustomUI.BeatSaber.CustomListViewController.GetTableCell(System.Boolean)">
<summary>
Instantiates a new LevelListTableCell (or recycles an old one).
</summary>
<param name="beatmapCharacteristicImages">If set to false, the BeatmapCharacteristicImages will be destroyed.</param>
<returns></returns>
</member>
<member name="P:CustomUI.BeatSaber.CustomMenu.customFlowCoordinator">
<summary>
The CustomFlowCoordinator associated with this CustomMenu. This will not be populated if you have no main CustomViewController.
</summary>
</member>
<member name="F:CustomUI.BeatSaber.CustomMenu.mainViewController">
<summary>
The main CustomViewController associated with this menu.
</summary>
</member>
<member name="F:CustomUI.BeatSaber.CustomMenu.leftViewController">
<summary>
The left CustomViewController associated with this menu.
</summary>
</member>
<member name="F:CustomUI.BeatSaber.CustomMenu.rightViewController">
<summary>
The right CustomViewController associated with this menu.
</summary>
</member>
<member name="F:CustomUI.BeatSaber.CustomMenu.bottomViewController">
<summary>
The bottom CustomViewController associated with this menu.
</summary>
</member>
<member name="M:CustomUI.BeatSaber.CustomMenu.SetMainViewController(CustomUI.BeatSaber.CustomViewController,System.Boolean,System.Action{System.Boolean,VRUI.VRUIViewController.ActivationType},System.Action{VRUI.VRUIViewController.DeactivationType})">
<summary>
Sets up the main CustomViewController.
</summary>
<param name="viewController">The viewcontroller to set.</param>
<param name="includeBackButton">Whether or not to generate a back button.</param>
<param name="DidActivate">Optional, a callback when the ViewController becomes active (when you open it).</param>
<param name="DidDeactivate">Optional, a callback when the ViewController becomes inactive (when you close it).</param>
</member>
<member name="M:CustomUI.BeatSaber.CustomMenu.SetLeftViewController(CustomUI.BeatSaber.CustomViewController,System.Boolean,System.Action{System.Boolean,VRUI.VRUIViewController.ActivationType},System.Action{VRUI.VRUIViewController.DeactivationType})">
<summary>
Sets up the left CustomViewController.
</summary>
<param name="viewController">The viewcontroller to set.</param>
<param name="includeBackButton">Whether or not to generate a back button.</param>
<param name="DidActivate">Optional, a callback when the ViewController becomes active (when you open it).</param>
<param name="DidDeactivate">Optional, a callback when the ViewController becomes inactive (when you close it).</param>
</member>
<member name="M:CustomUI.BeatSaber.CustomMenu.SetRightViewController(CustomUI.BeatSaber.CustomViewController,System.Boolean,System.Action{System.Boolean,VRUI.VRUIViewController.ActivationType},System.Action{VRUI.VRUIViewController.DeactivationType})">
<summary>
Sets up the right CustomViewController.
</summary>
<param name="viewController">The viewcontroller to set.</param>
<param name="includeBackButton">Whether or not to generate a back button.</param>
<param name="DidActivate">Optional, a callback when the ViewController becomes active (when you open it).</param>
<param name="DidDeactivate">Optional, a callback when the ViewController becomes inactive (when you close it).</param>
</member>
<member name="M:CustomUI.BeatSaber.CustomMenu.SetBottomViewController(CustomUI.BeatSaber.CustomViewController,System.Boolean,System.Action{System.Boolean,VRUI.VRUIViewController.ActivationType},System.Action{VRUI.VRUIViewController.DeactivationType})">
<summary>
Sets up the bottom CustomViewController.
</summary>
<param name="viewController">The viewcontroller to set.</param>
<param name="includeBackButton">Whether or not to generate a back button.</param>
<param name="DidActivate">Optional, a callback when the ViewController becomes active (when you open it).</param>
<param name="DidDeactivate">Optional, a callback when the ViewController becomes inactive (when you close it).</param>
</member>
<member name="M:CustomUI.BeatSaber.CustomMenu.Present(System.Boolean)">
<summary>
Opens the menu.
</summary>
<param name="immediately">If set to true, no animation will be shown and the transition will be instant.</param>
<returns></returns>
</member>
<member name="M:CustomUI.BeatSaber.CustomMenu.Present">
<summary>
Opens the menu with an animation.
</summary>
</member>
<member name="M:CustomUI.BeatSaber.CustomMenu.Dismiss(System.Boolean)">
<summary>
Closes the menu.
</summary>
<param name="immediately">If set to true, no animation will be shown and the transition will be instant.</param>
</member>
<member name="M:CustomUI.BeatSaber.CustomMenu.Dismiss">
<summary>
Closes the menu with an animation.
</summary>
</member>
<member name="F:CustomUI.BeatSaber.CustomViewController.backButtonPressed">
<summary>
The event that's fired when the back button is pressed.
</summary>
</member>
<member name="F:CustomUI.BeatSaber.CustomViewController._backButton">
<summary>
A reference to the current back button, if it exists.
</summary>
</member>
<member name="F:CustomUI.BeatSaber.CustomViewController.includeBackButton">
<summary>
When set to true, a back button will be automatically generated.
</summary>
</member>
<member name="F:CustomUI.BeatSaber.CustomViewController.DidActivateEvent">
<summary>
The event that's fired when the CustomViewController is activated (when you open it).
</summary>
</member>
<member name="F:CustomUI.BeatSaber.CustomViewController.DidDeactivateEvent">
<summary>
The event that's fired when the CustomViewController is deactivated (when you close it).
</summary>
</member>
<member name="M:CustomUI.BeatSaber.CustomViewController.ClearBackButtonCallbacks">
<summary>
Clears any back button callbacks.
</summary>
</member>
<member name="M:CustomUI.UIElements.ColorPicker.SetPreviewColor(UnityEngine.Color)">
<summary>
Sets the <see cref="F:CustomUI.UIElements.ColorPicker.ColorPickerPreview"/> color while also updating all associated <see cref="T:CustomUI.UIElements.CustomSlider"/> components.
</summary>
<param name="color">The <see cref="T:UnityEngine.Color"/> to set the preview image</param>
</member>
<member name="M:CustomUI.UIElements.ColorPicker.GetSelectedColorFromImage(UnityEngine.EventSystems.PointerEventData,HMUI.Image)">
<summary>
Get the color of a sprite contained in an <see cref="T:HMUI.Image"/> on pointer click
</summary>
<param name="pointerData">The <see cref="T:UnityEngine.EventSystems.PointerEventData"/> given by OnPointerDown</param>
<param name="image">The <see cref="T:HMUI.Image"/> instance</param>
</member>
<member name="M:CustomUI.UIElements.ColorPickerCore.Initialize(System.Action{UnityEngine.Color})">
<summary>
Initialize the <see cref="T:CustomUI.UIElements.ColorPickerCore"/> (should be called after assigning the <see cref="F:CustomUI.UIElements.ColorPickerCore.ColorPickerPreview"/> variable)
</summary>
</member>
<member name="M:CustomUI.UIElements.ColorPickerCore.OnPointerDown(UnityEngine.EventSystems.PointerEventData)">
<summary>
Method called when the pointer is clicked inside the <see cref="T:CustomUI.UIElements.ColorPickerCore"/>
</summary>
<param name="eventData">Some informations about the pointer</param>
</member>
<member name="M:CustomUI.UIElements.ColorPickerCore.OnPointerUp(UnityEngine.EventSystems.PointerEventData)">
<summary>
Method called when the pointer is released inside the <see cref="T:CustomUI.UIElements.ColorPickerCore"/>
</summary>
<param name="eventData">Some informations about the pointer</param>
</member>
<member name="M:CustomUI.UIElements.ColorPickerCore.OnPointerExit(UnityEngine.EventSystems.PointerEventData)">
<summary>
Method called when the pointer is exiting the <see cref="T:CustomUI.UIElements.ColorPickerCore"/>
</summary>
<param name="eventData">Some informations about the pointer</param>
</member>
</members>
</doc>

BIN
Refs/UnityEngine.CoreModule.dll View File


+ 1
- 2
Refs/refs.txt View File

@ -25,5 +25,4 @@
""""""xml
"Plugins/
""BeatSaberCustomUI.
"""dll
"""xml
"""dll

+ 1
- 1
appveyor.yml View File

@ -1,6 +1,6 @@
version: 'BSIPA-{branch}-{build}'
environment:
bsipa_version: '3.12.22'
bsipa_version: '3.12.23'
gh_token:
secure: E42gl/yepETuoLSwbJZ1GmEIPK6cCJu6zkd59NA21XiICtEV6COOLW7aehi1tcVU
pull_requests:


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