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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
}
}