125 lines
No EOL
4.4 KiB
C#
125 lines
No EOL
4.4 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using GamecraftModdingAPI.App;
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using GamecraftModdingAPI.Utility;
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using Rewired.Internal;
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using Svelto.DataStructures;
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using Svelto.Tasks;
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using Svelto.Tasks.ExtraLean;
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using Svelto.Tasks.ExtraLean.Unity;
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using UnityEngine;
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namespace GamecraftModdingAPI.Interface.IMGUI
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{
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/// <summary>
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/// Keeps track of UIElement instances.
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/// This also handles displaying and processing them during the MonoBehaviour.OnGUI phase of screen updates.
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/// Most of this functionality is handled implicitly by the included UIElement implementations,
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/// but this is left as a public API so it can be expanded.
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/// </summary>
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public static class IMGUIManager
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{
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internal static OnGuiRunner ImguiScheduler = new OnGuiRunner("GamecraftModdingAPI_IMGUIScheduler");
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private static Dictionary<string, UIElement> _activeElements = new Dictionary<string,UIElement>();
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/// <summary>
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/// Add an UIElement instance to be managed by IMGUIManager.
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/// </summary>
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/// <param name="e">The UIElement instance.</param>
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public static void AddElement(UIElement e)
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{
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if (!ExistsElement(e))
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{
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_activeElements[e.Name] = e;
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}
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}
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/// <summary>
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/// Determine whether the UIElement instance is already tracked by IMGUIManager.
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/// </summary>
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/// <param name="name">The UIElement's unique name.</param>
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/// <returns>Whether the UIElement instance is already tracked by IMGUIManager (true) or not (false).</returns>
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public static bool ExistsElement(string name)
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{
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return _activeElements.ContainsKey(name);
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}
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/// <summary>
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/// Determine whether the UIElement instance is already tracked by IMGUIManager.
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/// </summary>
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/// <param name="element">The UIElement instance.</param>
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/// <returns>Whether the UIElement instance is already tracked by IMGUIManager (true) or not (false).</returns>
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public static bool ExistsElement(UIElement element)
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{
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return ExistsElement(element.Name);
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}
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/// <summary>
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/// Remove an UIElement instance from IMGUIManager.
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/// The UIElement will become invisible and stop generating events.
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/// </summary>
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/// <param name="name">The UIElement's unique name.</param>
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/// <returns>Whether the UIElement instance existed in IMGUIManager (true) or not (false).</returns>
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public static bool RemoveElement(string name)
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{
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if (ExistsElement(name))
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{
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return _activeElements.Remove(name);
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}
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return false;
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}
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/// <summary>
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/// Remove an UIElement instance from IMGUIManager.
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/// The UIElement will become invisible and stop generating events.
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/// </summary>
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/// <param name="element">The UIElement instance.</param>
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/// <returns>Whether the UIElement instance existed in IMGUIManager (true) or not (false).</returns>
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public static bool RemoveElement(UIElement element)
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{
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return RemoveElement(element.Name);
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}
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private static void OnGUI()
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{
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foreach (var element in _activeElements.Values)
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{
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if (element.Enabled)
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element.OnGUI();
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/*try
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{
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if (elements[i].Enabled)
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elements[i].OnGUI();
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}
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catch (ArgumentException)
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{
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// ignore these, since this is (hopefully) just Unity being dumb
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}
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catch (Exception e)
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{
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Logging.MetaDebugLog($"Element '{elements[i].Name}' threw exception:\n{e.ToString()}");
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}*/
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}
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}
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private static IEnumerator<TaskContract> OnGUIAsync()
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{
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yield return (new Svelto.Tasks.Enumerators.WaitForSecondsEnumerator(5)).Continue(); // wait for some startup
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while (true)
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{
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yield return Yield.It;
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GUI.skin = Constants.Default;
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OnGUI();
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}
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}
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internal static void Init()
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{
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OnGUIAsync().RunOn(ImguiScheduler);
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}
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}
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} |