using CustomUI.BeatSaber;
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using CustomUI.Utilities;
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using IPA.Loader;
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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 TMPro;
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using UnityEngine;
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using UnityEngine.UI;
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using VRUI;
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namespace BSIPA_ModList.UI
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{
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internal class ModInfoViewController : VRUIViewController
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{
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internal Sprite Icon;
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internal string Name;
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internal string Version;
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internal string Author;
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internal string Description;
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internal PluginLoader.PluginMetadata UpdateInfo;
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private ModInfoView view;
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public void Init(Sprite icon, string name, string version, string author, string description, PluginLoader.PluginMetadata updateInfo)
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{
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Logger.log.Debug($"init info view controller");
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Icon = icon;
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Name = name;
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Version = version;
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Author = author;
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Description = description;
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UpdateInfo = updateInfo;
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// i also have no clue why this is necessary
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rectTransform.anchorMin = new Vector2(0f, 0f);
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rectTransform.anchorMax = new Vector2(0.5f, 1f);
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var go = new GameObject("Info View", typeof(RectTransform));
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go.SetActive(false);
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go.AddComponent<RectMask2D>();
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view = go.AddComponent<ModInfoView>();
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var rt = view.transform as RectTransform;
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rt.SetParent(transform);
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rt.anchorMin = new Vector2(0f, 0f);
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rt.anchorMax = new Vector2(1f, 1f);
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rt.anchoredPosition = new Vector2(0f, 0f);
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view.Init(this);
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go.SetActive(true);
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}
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}
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internal class ModInfoView : MonoBehaviour
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{
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private ModInfoViewController controller;
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private TextMeshProUGUI titleText;
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private TextMeshProUGUI authorText;
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private TextMeshProUGUI descText;
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private Image icon;
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public void Init(ModInfoViewController controller)
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{
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Logger.log.Debug($"init info view");
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this.controller = controller;
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var rectTransform = transform as RectTransform;
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rectTransform.sizeDelta = new Vector2(60f, 10f);
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titleText = BeatSaberUI.CreateText(rectTransform, $"{controller.Name} <size=60%>{controller.Version}", new Vector2(11f, 27.5f));
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titleText.fontSize = 6f;
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authorText = BeatSaberUI.CreateText(rectTransform, controller.Author, new Vector2(11f, 22f));
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authorText.fontSize = 4.5f;
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descText = BeatSaberUI.CreateText(rectTransform, controller.Description, new Vector2(-4.5f, 12f));
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descText.fontSize = 3.5f;
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descText.enableWordWrapping = true;
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descText.overflowMode = TextOverflowModes.ScrollRect;
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icon = new GameObject("Mod Info View Icon", typeof(RectTransform)).AddComponent<Image>();
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icon.gameObject.SetActive(false);
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icon.rectTransform.SetParent(rectTransform, false);
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icon.rectTransform.anchorMin = new Vector2(0.5f, 0.44f);
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icon.rectTransform.anchorMax = new Vector2(0.5f, 0.5f);
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icon.rectTransform.sizeDelta = new Vector2(60f, 10f);
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icon.rectTransform.anchoredPosition = new Vector2(-27.8f, 27.3f);
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icon.sprite = controller.Icon;
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icon.preserveAspect = true;
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icon.useSpriteMesh = true;
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icon.material = UIUtilities.NoGlowMaterial;
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icon.gameObject.SetActive(true);
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}
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#if DEBUG
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#if ADJUST_INFO_TEXT_UI_KEYS
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private int currentItem = 0;
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#endif
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public void Update()
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{
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#if ADJUST_INFO_TEXT_UI_KEYS
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RectTransform rt;
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switch (currentItem)
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{
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default:
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currentItem = 0;
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goto case 0; // idk why this is needed tbh
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case 0:
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rt = titleText.rectTransform;
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break;
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case 1:
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rt = authorText.rectTransform;
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break;
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case 2:
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rt = descText.rectTransform;
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break;
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}
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if (Input.GetKeyDown(KeyCode.N))
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currentItem++;
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var cpos = rt.anchoredPosition;
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if (Input.GetKey(KeyCode.LeftArrow))
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{
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rt.anchoredPosition = new Vector2(cpos.x - .1f, cpos.y);
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}
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else if (Input.GetKey(KeyCode.RightArrow))
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{
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rt.anchoredPosition = new Vector2(cpos.x + .1f, cpos.y);
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}
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else if (Input.GetKey(KeyCode.UpArrow))
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{
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rt.anchoredPosition = new Vector2(cpos.x, cpos.y + .1f);
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}
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else if (Input.GetKey(KeyCode.DownArrow))
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{
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rt.anchoredPosition = new Vector2(cpos.x, cpos.y - .1f);
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}
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else
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return;
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Logger.log.Debug($"Position now at {rt.anchoredPosition}");
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#endif
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#if ADJUST_INFO_ICON_UI_KEYS
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var rt = icon.rectTransform;
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if (Input.GetKey(KeyCode.Z))
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{ // adjust anchormin
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var cpos = rt.anchorMin;
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if (Input.GetKey(KeyCode.LeftArrow))
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{
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rt.anchorMin = new Vector2(cpos.x - .001f, cpos.y);
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}
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else if (Input.GetKey(KeyCode.RightArrow))
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{
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rt.anchorMin = new Vector2(cpos.x + .001f, cpos.y);
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}
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else if (Input.GetKey(KeyCode.UpArrow))
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{
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rt.anchorMin = new Vector2(cpos.x, cpos.y + .001f);
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}
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else if (Input.GetKey(KeyCode.DownArrow))
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{
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rt.anchorMin = new Vector2(cpos.x, cpos.y - .001f);
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}
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else
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return;
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Logger.log.Debug($"Anchor min now at {rt.anchorMin}");
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}
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else if(Input.GetKey(KeyCode.X))
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{ // adjust anchorMax
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var cpos = rt.anchorMax;
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if (Input.GetKey(KeyCode.LeftArrow))
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{
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rt.anchorMax = new Vector2(cpos.x - .001f, cpos.y);
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}
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else if (Input.GetKey(KeyCode.RightArrow))
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{
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rt.anchorMax = new Vector2(cpos.x + .001f, cpos.y);
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}
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else if (Input.GetKey(KeyCode.UpArrow))
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{
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rt.anchorMax = new Vector2(cpos.x, cpos.y + .001f);
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}
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else if (Input.GetKey(KeyCode.DownArrow))
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{
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rt.anchorMax = new Vector2(cpos.x, cpos.y - .001f);
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}
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else
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return;
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Logger.log.Debug($"Anchor max now at {rt.anchorMax}");
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}
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else
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{
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var cpos = rt.anchoredPosition;
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if (Input.GetKey(KeyCode.LeftArrow))
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{
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rt.anchoredPosition = new Vector2(cpos.x - .1f, cpos.y);
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}
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else if (Input.GetKey(KeyCode.RightArrow))
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{
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rt.anchoredPosition = new Vector2(cpos.x + .1f, cpos.y);
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}
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else if (Input.GetKey(KeyCode.UpArrow))
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{
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rt.anchoredPosition = new Vector2(cpos.x, cpos.y + .1f);
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}
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else if (Input.GetKey(KeyCode.DownArrow))
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{
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rt.anchoredPosition = new Vector2(cpos.x, cpos.y - .1f);
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}
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else
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return;
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Logger.log.Debug($"Position now at {rt.anchoredPosition}");
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}
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#endif
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}
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#endif
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}
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}
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