168 lines
No EOL
6.8 KiB
C#
168 lines
No EOL
6.8 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Reflection;
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using GamecraftModdingAPI.Utility;
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using HarmonyLib;
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using Svelto.Tasks;
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using Svelto.Tasks.Lean;
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using UnityEngine;
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using UnityEngine.AddressableAssets;
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using UnityEngine.ResourceManagement.AsyncOperations;
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namespace GamecraftModdingAPI.Interface.IMGUI
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{
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/// <summary>
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/// Convenient IMGUI values.
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/// </summary>
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public static class Constants
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{
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private static byte _defaultCompletion = 0;
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private static GUISkin _default = null;
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/// <summary>
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/// Best-effort imitation of Gamecraft's UI style.
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/// </summary>
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public static GUISkin Default
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{
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get
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{
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if (_defaultCompletion != 0) _default = BuildDefaultGUISkin();
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return _default;
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}
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}
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private static Font _riffic = null;
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private static Texture2D _blueBackground = null;
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private static Texture2D _grayBackground = null;
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private static Texture2D _whiteBackground = null;
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private static Texture2D _textInputBackground = null;
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private static Texture2D _areaBackground = null;
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internal static void Init()
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{
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LoadGUIAssets();
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}
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private static GUISkin BuildDefaultGUISkin()
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{
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_defaultCompletion = 0;
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if (_riffic == null) return GUI.skin;
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// build GUISkin
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GUISkin gui = ScriptableObject.CreateInstance<GUISkin>();
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gui.font = _riffic;
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gui.settings.selectionColor = Color.white;
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gui.settings.tripleClickSelectsLine = true;
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// set properties off all UI elements
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foreach (PropertyInfo p in typeof(GUISkin).GetProperties())
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{
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// for a "scriptable" GUI system, it's ironic there's no better way to do this
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if (p.GetValue(gui) is GUIStyle style)
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{
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style.richText = true;
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style.alignment = TextAnchor.MiddleCenter;
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style.fontSize = 30;
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style.wordWrap = true;
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style.border = new RectOffset(4, 4, 4, 4);
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style.margin = new RectOffset(4, 4, 4, 4);
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style.padding = new RectOffset(4, 4, 4, 4);
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// normal state
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style.normal.background = _blueBackground;
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style.normal.textColor = Color.white;
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// hover state
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style.hover.background = _grayBackground;
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style.hover.textColor = Color.white;
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// focused
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style.focused.background = _grayBackground;
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style.focused.textColor = Color.white;
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// clicking state
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style.active.background = _whiteBackground;
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style.active.textColor = Color.white;
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p.SetValue(gui, style); // probably unnecessary
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}
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}
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// set element-specific styles
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// label
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gui.label.normal.background = null;
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gui.label.hover.background = null;
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gui.label.focused.background = null;
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gui.label.active.background = null;
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// text input
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gui.textField.normal.background = _textInputBackground;
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gui.textField.hover.background = _textInputBackground;
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gui.textField.focused.background = _textInputBackground;
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gui.textField.active.background = _textInputBackground;
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// text area
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gui.textArea.normal.background = _textInputBackground;
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gui.textArea.hover.background = _textInputBackground;
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gui.textArea.focused.background = _textInputBackground;
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gui.textArea.active.background = _textInputBackground;
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// window
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gui.window.normal.background = _areaBackground;
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gui.window.hover.background = _areaBackground;
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gui.window.focused.background = _areaBackground;
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gui.window.active.background = _areaBackground;
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// box (also used by layout groups & areas)
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gui.box.normal.background = _areaBackground;
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gui.box.hover.background = _areaBackground;
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gui.box.focused.background = _areaBackground;
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gui.box.active.background = _areaBackground;
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return gui;
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}
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private static void LoadGUIAssets()
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{
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AsyncOperationHandle<Font> rifficHandle = Addressables.LoadAssetAsync<Font>("Assets/Art/Fonts/riffic-bold.ttf");
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rifficHandle.Completed += handle =>
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{
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_riffic = handle.Result;
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_defaultCompletion++;
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};
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_blueBackground = new Texture2D(1, 1);
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_blueBackground.SetPixel(0, 0, new Color(0.004f, 0.522f, 0.847f) /* Gamecraft Blue */);
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_blueBackground.Apply();
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_grayBackground = new Texture2D(1, 1);
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_grayBackground.SetPixel(0, 0, new Color(0.745f, 0.745f, 0.745f) /* Gray */);
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_grayBackground.Apply();
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_whiteBackground = new Texture2D(1, 1);
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_whiteBackground.SetPixel(0, 0, new Color(0.898f, 0.898f, 0.898f) /* Very light gray */);
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_whiteBackground.Apply();
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_textInputBackground = new Texture2D(1, 1);
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_textInputBackground.SetPixel(0, 0, new Color(0f, 0f, 0f, 0.25f) /* Translucent gray */);
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_textInputBackground.Apply();
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_areaBackground = new Texture2D(1, 1);
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_areaBackground.SetPixel(0, 0, new Color(0f, 0f, 0f, 0.25f) /* Translucent gray */);
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_areaBackground.Apply();
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/* // this is actually gray (used for the loading screen)
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AsyncOperationHandle<Texture2D> backgroundHandle =
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Addressables.LoadAssetAsync<Texture2D>("Assets/Art/Textures/UI/FrontEndMap/RCX_Blue_Background_5k.jpg");
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backgroundHandle.Completed += handle =>
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{
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_blueBackground = handle.Result;
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_defaultCompletion++;
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};*/
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_defaultCompletion++;
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}
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}
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[HarmonyPatch(typeof(FMODUnity.RuntimeManager), "PlayOneShot", new []{ typeof(Guid), typeof(Vector3)})]
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public class FMODRuntimeManagerPlayOneShotPatch
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{
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public static void Prefix(Guid guid)
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{
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Logging.MetaLog($"Playing sound with guid '{guid.ToString()}'");
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}
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}
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[HarmonyPatch(typeof(FMODUnity.RuntimeManager), "PlayOneShot", new []{ typeof(string), typeof(Vector3)})]
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public class FMODRuntimeManagerPlayOneShotPatch2
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{
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public static void Prefix(string path)
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{
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Logging.MetaLog($"Playing sound with str '{path}'");
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}
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}
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} |