using System;
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using System.Linq;
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using System.Collections.Generic;
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using CustomUI.BeatSaber;
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using CustomUI.Utilities;
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using HMUI;
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using IPA.Loader;
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using IPA.Old;
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using UnityEngine;
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using VRUI;
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using IPA.Loader.Features;
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using TMPro;
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using BSIPA_ModList.UI.ViewControllers;
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using UnityEngine.UI;
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namespace BSIPA_ModList.UI
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{
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internal class ModListController : CustomListViewController
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{
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public override TableCell CellForIdx(int idx)
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{
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var cell = base.CellForIdx(idx) as LevelListTableCell;
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var nameText = cell.GetPrivateField<TextMeshProUGUI>("_songNameText");
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nameText.overflowMode = TextOverflowModes.Overflow;
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var authorText = cell.GetPrivateField<TextMeshProUGUI>("_authorText");
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authorText.overflowMode = TextOverflowModes.Overflow;
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return cell;
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}
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internal ModListFlowCoordinator flow;
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#pragma warning disable CS0618
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public void Init(ModListFlowCoordinator flow, IEnumerable<PluginLoader.PluginMetadata> bsipaPlugins, IEnumerable<PluginLoader.PluginMetadata> ignoredPlugins, IEnumerable<IPlugin> ipaPlugins)
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{
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Data.Clear();
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Logger.log.Debug("List Controller Init");
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DidActivateEvent = DidActivate;
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DidSelectRowEvent = DidSelectRow;
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rectTransform.anchorMin = new Vector2(0f, 0f);
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rectTransform.anchorMax = new Vector2(.4f, 1f);
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includePageButtons = true;
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this.flow = flow;
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reuseIdentifier = "BSIPAModListTableCell";
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foreach (var plugin in bsipaPlugins.Where(p => !p.IsBare))
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Data.Add(new BSIPAModCell(this, plugin));
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foreach (var plugin in ignoredPlugins)
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Data.Add(new BSIPAIgnoredModCell(this, plugin));
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foreach (var plugin in bsipaPlugins.Where(p => p.IsBare))
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Data.Add(new LibraryModCell(this, plugin));
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foreach (var plugin in ipaPlugins)
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Data.Add(new IPAModCell(this, plugin));
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}
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#pragma warning restore
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public void Reload()
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{
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var cells = _customListTableView.GetPrivateField<List<TableCell>>("_visibleCells");
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foreach (var c in cells)
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{
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c.gameObject.SetActive(false);
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_customListTableView.AddCellToReusableCells(c);
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}
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cells.Clear();
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_customListTableView.RefreshCells(true);
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}
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private void DidSelectRow(TableView view, int index)
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{
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Debug.Assert(ReferenceEquals(view.dataSource, this));
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(Data[index] as IClickableCell)?.OnSelect(this);
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}
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private new void DidActivate(bool first, ActivationType type)
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{
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var rt = _customListTableView.transform as RectTransform;
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rt.anchorMin = new Vector2(.1f, 0f);
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rt.anchorMax = new Vector2(.9f, 1f);
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_customListTableView.gameObject.GetComponent<ScrollRect>().scrollSensitivity = 0f;
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}
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}
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}
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