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($"init info view controller"); Icon = icon; Name = name; Version = version; Author = author; Description = description; CanUpdate = canUpdate; // i also have no clue why this is necessary rectTransform.anchorMin = new Vector2(0f, 0f); rectTransform.anchorMax = new Vector2(0.5f, 1f); var go = new GameObject("Info View", typeof(RectTransform)); go.SetActive(false); go.AddComponent(); view = go.AddComponent(); var rt = view.transform as RectTransform; rt.SetParent(transform); rt.anchorMin = new Vector2(0f, 0f); rt.anchorMax = new Vector2(1f, 1f); rt.anchoredPosition = new Vector2(0f, 0f); view.Init(this); go.SetActive(true); } } internal class ModInfoView : MonoBehaviour { private ModInfoViewController controller; private TextMeshProUGUI titleText; private TextMeshProUGUI authorText; private TextMeshProUGUI descText; private Image icon; public void Init(ModInfoViewController controller) { Logger.log.Debug($"init info view"); this.controller = controller; var rectTransform = transform as RectTransform; rectTransform.sizeDelta = new Vector2(60f, 10f); titleText = BeatSaberUI.CreateText(rectTransform, $"{controller.Name} {controller.Version}", new Vector2(11f, 27.5f)); titleText.fontSize = 6f; authorText = BeatSaberUI.CreateText(rectTransform, controller.Author, new Vector2(11f, 22f)); authorText.fontSize = 4.5f; descText = BeatSaberUI.CreateText(rectTransform, controller.Description, new Vector2(-4.5f, 12.5f)); descText.enableWordWrapping = true; descText.overflowMode = TextOverflowModes.ScrollRect; icon = new GameObject("Mod Info View Icon", typeof(RectTransform)).AddComponent(); icon.gameObject.SetActive(false); icon.rectTransform.SetParent(rectTransform, false); icon.rectTransform.anchorMin = new Vector2(0.5f, 0.44f); icon.rectTransform.anchorMax = new Vector2(0.5f, 0.5f); icon.rectTransform.sizeDelta = new Vector2(60f, 10f); icon.rectTransform.anchoredPosition = new Vector2(-27.8f, 27.3f); icon.sprite = controller.Icon; icon.preserveAspect = true; icon.useSpriteMesh = true; icon.material = UIUtilities.NoGlowMaterial; icon.gameObject.SetActive(true); } #if DEBUG #if ADJUST_INFO_TEXT_UI_KEYS private int currentItem = 0; #endif public void Update() { #if ADJUST_INFO_TEXT_UI_KEYS RectTransform rt; switch (currentItem) { default: currentItem = 0; goto case 0; // idk why this is needed tbh case 0: rt = titleText.rectTransform; break; case 1: rt = authorText.rectTransform; break; case 2: rt = descText.rectTransform; break; } if (Input.GetKeyDown(KeyCode.N)) currentItem++; var cpos = rt.anchoredPosition; if (Input.GetKey(KeyCode.LeftArrow)) { rt.anchoredPosition = new Vector2(cpos.x - .1f, cpos.y); } else if (Input.GetKey(KeyCode.RightArrow)) { rt.anchoredPosition = new Vector2(cpos.x + .1f, cpos.y); } else if (Input.GetKey(KeyCode.UpArrow)) { rt.anchoredPosition = new Vector2(cpos.x, cpos.y + .1f); } else if (Input.GetKey(KeyCode.DownArrow)) { rt.anchoredPosition = new Vector2(cpos.x, cpos.y - .1f); } else return; Logger.log.Debug($"Position now at {rt.anchoredPosition}"); #endif 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 } }