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