using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using UnityEngine;
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using CommonMark;
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using CommonMark.Syntax;
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using UnityEngine.UI;
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using TMPro;
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using CustomUI.BeatSaber;
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using IPA.Utilities;
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namespace BSIPA_ModList.UI.ViewControllers
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{
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[RequireComponent(typeof(RectTransform))]
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public class MarkdownView : MonoBehaviour
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{
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private class TagTypeComponent : MonoBehaviour
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{
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internal BlockTag Tag;
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internal HeadingData hData;
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}
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private string markdown = "";
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private bool mdDirty = false;
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public string Markdown
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{
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get => markdown;
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set
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{
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markdown = value;
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mdDirty = true;
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}
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}
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public RectTransform rectTransform => GetComponent<RectTransform>();
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private ScrollView scrView;
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private RectTransform content;
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private RectTransform viewport;
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private CommonMarkSettings settings;
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public MarkdownView()
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{
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settings = CommonMarkSettings.Default.Clone();
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settings.AdditionalFeatures = CommonMarkAdditionalFeatures.All;
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settings.RenderSoftLineBreaksAsLineBreaks = false;
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settings.UriResolver = ResolveUri;
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}
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public Func<string, bool> HasEmbeddedImage;
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private string ResolveUri(string arg)
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{
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var name = arg.Substring(3);
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if (!arg.StartsWith("!::") && !arg.StartsWith("w::"))
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{ // !:: means embedded, w:: means web
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// this block is for when neither is specified
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Logger.md.Debug($"Resolving nonspecific URI {arg}");
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// check if its embedded
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if (HasEmbeddedImage != null && HasEmbeddedImage(arg))
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return "!::" + arg;
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else
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return "w::" + arg;
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}
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Logger.md.Debug($"Resolved specific URI {arg}");
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return arg;
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}
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protected void Awake()
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{
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gameObject.SetActive(false);
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var vpgo = new GameObject("Viewport");
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viewport = vpgo.AddComponent<RectTransform>();
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viewport.SetParent(transform);
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viewport.localPosition = Vector2.zero;
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viewport.anchorMin = Vector2.zero;
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viewport.anchorMax = Vector2.one;
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viewport.anchoredPosition = new Vector2(.5f, .5f);
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viewport.sizeDelta = Vector2.zero;
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var vpmask = vpgo.AddComponent<Mask>();
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var vpim = vpgo.AddComponent<Image>(); // supposedly Mask needs an Image?
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vpmask.showMaskGraphic = false;
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vpim.color = Color.white;
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vpim.sprite = WhitePixel;
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vpim.material = CustomUI.Utilities.UIUtilities.NoGlowMaterial;
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content = new GameObject("Content Wrapper").AddComponent<RectTransform>();
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content.SetParent(viewport);
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content.gameObject.AddComponent<TagTypeComponent>();
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content.localPosition = Vector2.zero;
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content.anchorMin = new Vector2(0f, 1f);
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content.anchorMax = new Vector2(1f, 1f);
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content.anchoredPosition = Vector2.zero;
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var contentLayout = content.gameObject.AddComponent<VerticalLayoutGroup>();
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var contentFitter = content.gameObject.AddComponent<ContentSizeFitter>();
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contentFitter.horizontalFit = ContentSizeFitter.FitMode.PreferredSize;
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contentFitter.verticalFit = ContentSizeFitter.FitMode.PreferredSize;
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contentLayout.childControlHeight = true;
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contentLayout.childControlWidth = false;
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contentLayout.childForceExpandHeight = false;
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contentLayout.childForceExpandWidth = true;
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contentLayout.childAlignment = TextAnchor.UpperCenter;
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contentLayout.spacing = 0f;
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var pageUp = Instantiate(Resources.FindObjectsOfTypeAll<Button>().Last((Button x) => x.name == "PageUpButton"), rectTransform, false);
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var pageDown = Instantiate(Resources.FindObjectsOfTypeAll<Button>().Last((Button x) => x.name == "PageDownButton"), rectTransform, false);
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{
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var pup_rt = pageUp.transform as RectTransform;
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var pup_sof = pup_rt.sizeDelta.y;
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var pup_xoff = (rectTransform.sizeDelta.x / 2) + (pup_sof / 2);
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pup_rt.anchoredPosition = new Vector2(pup_xoff, pup_rt.anchoredPosition.y);
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var pup_bg_rt = pup_rt.Find("BG") as RectTransform;
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pup_bg_rt.sizeDelta = new Vector2(pup_bg_rt.sizeDelta.y, pup_bg_rt.sizeDelta.y);
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// fix hitbox
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pup_rt.anchorMin = new Vector2(.5f, pup_rt.anchorMin.y);
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pup_rt.anchorMax = new Vector2(.5f, pup_rt.anchorMax.y);
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pup_rt.sizeDelta = new Vector2(pup_rt.sizeDelta.y, pup_rt.sizeDelta.y);
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}
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{
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var pdn_rt = pageDown.transform as RectTransform;
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var pdn_sof = pdn_rt.sizeDelta.y;
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var pdn_xoff = (rectTransform.sizeDelta.x / 2) + (pdn_sof / 2);
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pdn_rt.anchoredPosition = new Vector2(pdn_xoff, pdn_rt.anchoredPosition.y);
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var pdn_bg_rt = pdn_rt.Find("BG") as RectTransform;
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pdn_bg_rt.sizeDelta = new Vector2(pdn_bg_rt.sizeDelta.y, pdn_bg_rt.sizeDelta.y);
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// fix hitbox
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pdn_rt.anchorMin = new Vector2(.5f, pdn_rt.anchorMin.y);
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pdn_rt.anchorMax = new Vector2(.5f, pdn_rt.anchorMax.y);
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pdn_rt.sizeDelta = new Vector2(pdn_rt.sizeDelta.y, pdn_rt.sizeDelta.y);
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}
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scrView = gameObject.AddComponent<ScrollView>();
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scrView.SetPrivateField("_pageUpButton", pageUp);
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scrView.SetPrivateField("_pageDownButton", pageDown);
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scrView.SetPrivateField("_contentRectTransform", content);
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scrView.SetPrivateField("_viewport", viewport);
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gameObject.SetActive(true);
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}
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private static Sprite whitePixel;
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private static Sprite WhitePixel
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{
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get
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{
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if (whitePixel == null)
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whitePixel = Resources.FindObjectsOfTypeAll<Sprite>().First(s => s.name == "WhitePixel");
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return whitePixel;
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}
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}
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#if DEBUG
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#if UI_CONFIGURE_MARKDOWN_THEMATIC_BREAK
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private byte tbreakSettings = 0;
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#endif
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#endif
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public void Update()
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{
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#if DEBUG && UI_CONFIGURE_MARKDOWN_THEMATIC_BREAK
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if (Input.GetKeyDown(KeyCode.K))
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{
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tbreakSettings = (byte)((tbreakSettings + 1) % 16);
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UpdateMd();
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Logger.md.Info(tbreakSettings.ToString());
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}
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#endif
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if (mdDirty)
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UpdateMd();
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else if (resetContentPosition)
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{
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resetContentPosition = false;
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scrView.Setup();
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// this is the bullshit I have to use to make it work properly
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content.gameObject.GetComponent<VerticalLayoutGroup>().enabled = false;
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var childRt = content.GetChild(0) as RectTransform;
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childRt.anchoredPosition = new Vector2(0f, childRt.anchoredPosition.y);
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}
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}
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private bool resetContentPosition = false;
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private void UpdateMd()
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{
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mdDirty = false;
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Clear();
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// enable so it will set stuff up
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content.gameObject.GetComponent<VerticalLayoutGroup>().enabled = true;
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var doc = CommonMarkConverter.Parse(markdown, settings);
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Stack<RectTransform> layout = new Stack<RectTransform>();
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layout.Push(content);
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TextMeshProUGUI currentText = null;
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foreach (var node in doc.AsEnumerable())
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{
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Logger.md.Debug($"node {node}");
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if (node.Block != null)
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{
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var block = node.Block;
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const float BreakHeight = .5f;
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const int TextInset = 1;
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void Spacer(float size = 1.5f)
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{
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var go = new GameObject("Spacer", typeof(RectTransform));
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var vlayout = go.GetComponent<RectTransform>();
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vlayout.SetParent(layout.Peek());
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vlayout.anchorMin = new Vector2(.5f, .5f);
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vlayout.anchorMax = new Vector2(.5f, .5f);
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vlayout.localScale = Vector3.one;
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vlayout.localPosition = Vector3.zero;
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var l = go.AddComponent<LayoutElement>();
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l.minHeight = l.preferredHeight = size;
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}
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HorizontalOrVerticalLayoutGroup BlockNode(string name, float spacing, bool isVertical, Action<TagTypeComponent> apply = null, float? spacer = null, bool isDoc = false)
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{
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if (node.IsOpening)
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{
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Logger.md.Debug($"Creating block container {name}");
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currentText = null;
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var go = new GameObject(name, typeof(RectTransform));
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var vlayout = go.GetComponent<RectTransform>();
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vlayout.SetParent(layout.Peek());
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//vlayout.anchoredPosition = new Vector2(.5f, .5f);
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vlayout.anchorMin = new Vector2(.5f, .5f);
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vlayout.anchorMax = new Vector2(.5f, .5f);
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vlayout.localScale = Vector3.one;
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vlayout.localPosition = Vector3.zero;
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if (isDoc)
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{
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vlayout.sizeDelta = new Vector2(rectTransform.rect.width, 0f);
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vlayout.anchorMin = new Vector2(0f, 1f);
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vlayout.anchorMax = new Vector2(1f, 1f);
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//vlayout.anchoredPosition = new Vector2(0f, -30f); // no idea where this -30 comes from, but it works for my use
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}
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var tt = go.AddComponent<TagTypeComponent>();
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tt.Tag = block.Tag;
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apply?.Invoke(tt);
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layout.Push(vlayout);
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HorizontalOrVerticalLayoutGroup l;
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if (isVertical)
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l = go.AddComponent<VerticalLayoutGroup>();
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else
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l = go.AddComponent<HorizontalLayoutGroup>();
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l.childControlHeight = l.childControlWidth = true;
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l.childForceExpandHeight = l.childForceExpandWidth = false;
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l.childForceExpandWidth = isDoc;
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l.spacing = spacing;
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if (isDoc)
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{
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vlayout.anchoredPosition = new Vector2(0f, -vlayout.rect.height);
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}
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return l;
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}
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else if (node.IsClosing)
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{
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currentText = null;
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layout.Pop();
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if (spacer.HasValue)
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Spacer(spacer.Value);
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}
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return null;
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}
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void ThematicBreak()
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{ // TODO: Fix positioning
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var go = new GameObject("ThematicBreak", typeof(RectTransform), typeof(HorizontalLayoutGroup));
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var vlayout = go.GetComponent<RectTransform>();
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vlayout.SetParent(layout.Peek());
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var l = go.GetComponent<HorizontalLayoutGroup>();
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#if DEBUG && UI_CONFIGURE_MARKDOWN_THEMATIC_BREAK
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l.childControlHeight = (tbreakSettings & 0b0001) != 0; // if set, not well behaved
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l.childControlWidth = (tbreakSettings & 0b0010) != 0;
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l.childForceExpandHeight = (tbreakSettings & 0b0100) != 0; // if set, not well behaved
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l.childForceExpandWidth = (tbreakSettings & 0b1000) != 0;
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#else
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l.childControlHeight = false;
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l.childControlWidth = false;
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l.childForceExpandHeight = false;
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l.childForceExpandWidth = false;
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#endif
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l.childAlignment = TextAnchor.UpperCenter;
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l.spacing = 0f;
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vlayout.localScale = Vector3.one;
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vlayout.anchoredPosition = Vector2.zero;
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vlayout.anchorMin = new Vector2(.5f, .5f);
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vlayout.anchorMax = new Vector2(.5f, .5f);
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vlayout.sizeDelta = new Vector2(layout.Peek().rect.width, BreakHeight);
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vlayout.localPosition = Vector3.zero;
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currentText = null;
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go = new GameObject("ThematicBreak Bar", typeof(RectTransform), typeof(Image), typeof(LayoutElement));
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var im = go.GetComponent<Image>();
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im.color = Color.white;
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// i think i need to copy the sprite because i'm using the same one for the mask
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im.sprite = Sprite.Create(WhitePixel.texture, WhitePixel.rect, Vector2.zero);
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im.material = CustomUI.Utilities.UIUtilities.NoGlowMaterial;
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var rt = go.GetComponent<RectTransform>();
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rt.SetParent(vlayout);
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var le = go.GetComponent<LayoutElement>();
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le.minWidth = le.preferredWidth = layout.Peek().rect.width;
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le.minHeight = le.preferredHeight = BreakHeight;
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le.flexibleHeight = le.flexibleWidth = 1f;
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rt.localScale = Vector3.one;
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rt.localPosition = Vector3.zero;
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rt.anchoredPosition = Vector3.zero;
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rt.anchorMin = Vector2.zero;
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rt.anchorMax = Vector2.one;
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rt.sizeDelta = new Vector2(layout.Peek().rect.width, BreakHeight);
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Spacer(1f);
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}
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switch (block.Tag)
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{
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case BlockTag.Document:
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BlockNode("DocumentRoot", .5f, true, isDoc: true);
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break;
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case BlockTag.SetextHeading:
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var l = BlockNode("SeHeading", .1f, false, t => t.hData = block.Heading);
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if (l)
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{
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l.childAlignment = TextAnchor.UpperCenter;
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l.padding = new RectOffset(TextInset, TextInset, 0, 0);
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}
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else ThematicBreak();
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break;
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case BlockTag.AtxHeading:
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l = BlockNode("AtxHeading", .1f, false, t => t.hData = block.Heading);
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if (l) l.padding = new RectOffset(TextInset, TextInset, 0, 0);
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if (l && block.Heading.Level == 1)
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l.childAlignment = TextAnchor.UpperCenter;
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break;
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case BlockTag.Paragraph:
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l = BlockNode("Paragraph", .1f, false, spacer: 1.5f);
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if (l) l.padding = new RectOffset(TextInset, TextInset, 0, 0);
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break;
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case BlockTag.ThematicBreak:
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ThematicBreak();
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break;
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// TODO: add the rest of the tag types
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}
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}
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else if (node.Inline != null)
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{ // inline element
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var inl = node.Inline;
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const float PSize = 3.5f;
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const float H1Size = 4.8f;
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const float HLevelDecrease = 0.5f;
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switch (inl.Tag)
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{
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case InlineTag.String:
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if (currentText == null)
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{
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Logger.md.Debug($"Adding new text element");
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var tt = layout.Peek().gameObject.GetComponent<TagTypeComponent>();
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currentText = BeatSaberUI.CreateText(layout.Peek(), "", Vector2.zero);
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//var le = currentText.gameObject.AddComponent<LayoutElement>();
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switch (tt.Tag)
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{
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case BlockTag.List:
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case BlockTag.ListItem:
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case BlockTag.Paragraph:
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currentText.fontSize = PSize;
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currentText.enableWordWrapping = true;
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break;
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case BlockTag.AtxHeading:
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var size = H1Size;
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size -= HLevelDecrease * (tt.hData.Level - 1);
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currentText.fontSize = size;
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currentText.enableWordWrapping = true;
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break;
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case BlockTag.SetextHeading:
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currentText.fontSize = H1Size;
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currentText.enableWordWrapping = true;
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break;
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// TODO: add other relevant types
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}
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}
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Logger.md.Debug($"Appending '{inl.LiteralContent}' to current element");
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currentText.text += inl.LiteralContent;
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break;
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}
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}
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}
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resetContentPosition = true;
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}
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private void Clear()
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{
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content.gameObject.SetActive(false);
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void Clear(Transform target)
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{
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foreach (Transform child in target)
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{
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Clear(child);
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Logger.md.Debug($"Destroying {child.name}");
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child.SetParent(null);
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Destroy(child.gameObject);
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}
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}
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Clear(content);
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content.gameObject.SetActive(true);
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}
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}
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}
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