diff --git a/GamecraftModdingAPI/Interface/IMGUI/Button.cs b/GamecraftModdingAPI/Interface/IMGUI/Button.cs
new file mode 100644
index 0000000..5a119f6
--- /dev/null
+++ b/GamecraftModdingAPI/Interface/IMGUI/Button.cs
@@ -0,0 +1,92 @@
+using System;
+using Unity.Mathematics;
+using UnityEngine;
+
+namespace GamecraftModdingAPI.Interface.IMGUI
+{
+ ///
+ /// A clickable button.
+ /// This wraps Unity's IMGUI Button.
+ ///
+ public class Button : UIElement
+ {
+ private bool automaticLayout = false;
+
+ private string text;
+
+ ///
+ /// The rectangular area that the button can use.
+ ///
+ public Rect Box { get; set; } = Rect.zero;
+
+ ///
+ /// An event that fires when the button is clicked.
+ ///
+ public event EventHandler OnClick;
+
+ public void OnGUI()
+ {
+ if (automaticLayout)
+ {
+ if (GUILayout.Button(text, Constants.Default.button))
+ {
+ OnClick?.Invoke(this, true);
+ }
+ }
+ else
+ {
+ if (GUI.Button(Box, text, Constants.Default.button))
+ {
+ OnClick?.Invoke(this, true);
+ }
+ }
+ }
+
+ ///
+ /// The button's unique name.
+ ///
+ public string Name { get; private set; }
+
+ ///
+ /// Whether to display the button.
+ ///
+ public bool Enabled { get; set; } = true;
+
+ ///
+ /// Initialize a new button with automatic layout.
+ ///
+ /// The text to display on the button.
+ /// The button's name.
+ public Button(string text, string name = null)
+ {
+ automaticLayout = true;
+ this.text = text;
+ if (name == null)
+ {
+ this.Name = typeof(Button).FullName + "::" + text;
+ }
+ else
+ {
+ this.Name = name;
+ }
+ IMGUIManager.AddElement(this);
+ }
+
+ ///
+ /// Initialize a new button.
+ ///
+ /// The text to display on the button.
+ /// Rectangular area for the button to use.
+ /// The button's name.
+ public Button(string text, Rect box, string name = null) : this(text, name)
+ {
+ automaticLayout = false;
+ this.Box = box;
+ }
+
+ ~Button()
+ {
+ IMGUIManager.RemoveElement(this);
+ }
+ }
+}
\ No newline at end of file
diff --git a/GamecraftModdingAPI/Interface/IMGUI/Constants.cs b/GamecraftModdingAPI/Interface/IMGUI/Constants.cs
new file mode 100644
index 0000000..3e2fa8f
--- /dev/null
+++ b/GamecraftModdingAPI/Interface/IMGUI/Constants.cs
@@ -0,0 +1,168 @@
+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
+{
+ ///
+ /// Convenient IMGUI values.
+ ///
+ public static class Constants
+ {
+ private static byte _defaultCompletion = 0;
+ private static GUISkin _default = null;
+
+ ///
+ /// Best-effort imitation of Gamecraft's UI style.
+ ///
+ 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();
+ 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 rifficHandle = Addressables.LoadAssetAsync("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 backgroundHandle =
+ Addressables.LoadAssetAsync("Assets/Art/Textures/UI/FrontEndMap/RCX_Blue_Background_5k.jpg");
+ backgroundHandle.Completed += handle =>
+ {
+ _blueBackground = handle.Result;
+ _defaultCompletion++;
+ };*/
+ _defaultCompletion++;
+ }
+ }
+
+ [HarmonyPatch(typeof(FMODUnity.RuntimeManager), "PlayOneShot", new []{ typeof(Guid), typeof(Vector3)})]
+ public class FMODRuntimeManagerPlayOneShotPatch
+ {
+ public static void Prefix(Guid guid)
+ {
+ Logging.MetaLog($"Playing sound with guid '{guid.ToString()}'");
+ }
+ }
+
+ [HarmonyPatch(typeof(FMODUnity.RuntimeManager), "PlayOneShot", new []{ typeof(string), typeof(Vector3)})]
+ public class FMODRuntimeManagerPlayOneShotPatch2
+ {
+ public static void Prefix(string path)
+ {
+ Logging.MetaLog($"Playing sound with str '{path}'");
+ }
+ }
+}
\ No newline at end of file
diff --git a/GamecraftModdingAPI/Interface/IMGUI/Group.cs b/GamecraftModdingAPI/Interface/IMGUI/Group.cs
new file mode 100644
index 0000000..7033dee
--- /dev/null
+++ b/GamecraftModdingAPI/Interface/IMGUI/Group.cs
@@ -0,0 +1,157 @@
+using System;
+using GamecraftModdingAPI.Utility;
+using Svelto.DataStructures;
+using UnityEngine;
+
+namespace GamecraftModdingAPI.Interface.IMGUI
+{
+ ///
+ /// A group of elements.
+ /// This wraps Unity's GUILayout Area and GUI Group system.
+ ///
+ public class Group : UIElement
+ {
+ private bool automaticLayout;
+
+ private FasterList elements = new FasterList();
+
+ ///
+ /// The rectangular area in the window that the UI group can use
+ ///
+ public Rect Box { get; set; }
+
+ public void OnGUI()
+ {
+ /*if (Constants.Default == null) return;
+ if (Constants.Default.box == null) return;*/
+ GUIStyle guiStyle = Constants.Default.box;
+ UIElement[] elems = elements.ToArrayFast(out uint count);
+ if (automaticLayout)
+ {
+ GUILayout.BeginArea(Box, guiStyle);
+ for (uint i = 0; i < count; i++)
+ {
+ /*try
+ {
+ if (elems[i].Enabled)
+ elems[i].OnGUI();
+ }
+ catch (ArgumentException)
+ {
+ // ignore these, since this is (hopefully) just Unity being dumb
+ }
+ catch (Exception e)
+ {
+ Logging.MetaDebugLog($"Element '{elems[i].Name}' threw exception:\n{e.ToString()}");
+ }*/
+ if (elems[i].Enabled)
+ elems[i].OnGUI();
+ }
+ GUILayout.EndArea();
+ }
+ else
+ {
+ GUI.BeginGroup(Box, guiStyle);
+ for (uint i = 0; i < count; i++)
+ {
+ if (elems[i].Enabled)
+ elems[i].OnGUI();
+ }
+ GUI.EndGroup();
+ }
+ }
+
+ ///
+ /// The group's unique name.
+ ///
+ public string Name { get; }
+
+ ///
+ /// Whether to display the group and everything in it.
+ ///
+ public bool Enabled { set; get; } = true;
+
+ ///
+ /// The amount of elements in the group.
+ ///
+ public int Length
+ {
+ get => elements.count;
+ }
+
+ ///
+ /// Initializes a new instance of the class.
+ ///
+ /// The rectangular area to use in the window.
+ /// Name of the group.
+ /// Whether to use automatic UI layout.
+ public Group(Rect box, string name = null, bool automaticLayout = false)
+ {
+ Box = box;
+ if (name == null)
+ {
+ this.Name = typeof(Group).FullName + "::" + box.ToString().Replace(" ", "");
+ }
+ else
+ {
+ this.Name = name;
+ }
+ this.automaticLayout = automaticLayout;
+ IMGUIManager.AddElement(this);
+ }
+
+ ///
+ /// Add an element to the group.
+ ///
+ /// The element to add.
+ /// Index of the new element.
+ public int AddElement(UIElement element)
+ {
+ IMGUIManager.RemoveElement(element); // groups manage internal elements themselves
+ elements.Add(element);
+ return elements.count - 1;
+ }
+
+ ///
+ /// Remove an element from the group.
+ ///
+ /// The element to remove.
+ /// Whether removal was successful.
+ public bool RemoveElement(UIElement element)
+ {
+ int index = IndexOf(element);
+ return RemoveAt(index);
+ }
+
+ ///
+ /// Remove the element in a specific location.
+ ///
+ /// Index of the element.
+ /// Whether removal was successful.
+ public bool RemoveAt(int index)
+ {
+ if (index < 0 || index >= elements.count) return false;
+ IMGUIManager.AddElement(elements[index]); // re-add to global manager
+ elements.RemoveAt(index);
+ return true;
+ }
+
+ ///
+ /// Get the index of an element.
+ ///
+ /// The element to search for.
+ /// The element's index, or -1 if not found.
+ public int IndexOf(UIElement element)
+ {
+ UIElement[] elems = elements.ToArrayFast(out uint count);
+ for (int i = 0; i < count; i++)
+ {
+ if (elems[i].Name == element.Name)
+ {
+ return i;
+ }
+ }
+ return -1;
+ }
+ }
+}
\ No newline at end of file
diff --git a/GamecraftModdingAPI/Interface/IMGUI/IMGUIManager.cs b/GamecraftModdingAPI/Interface/IMGUI/IMGUIManager.cs
new file mode 100644
index 0000000..f6048e7
--- /dev/null
+++ b/GamecraftModdingAPI/Interface/IMGUI/IMGUIManager.cs
@@ -0,0 +1,94 @@
+using System;
+using System.Collections;
+using System.Collections.Generic;
+using GamecraftModdingAPI.App;
+using GamecraftModdingAPI.Utility;
+using Rewired.Internal;
+using Svelto.DataStructures;
+using Svelto.Tasks;
+using Svelto.Tasks.ExtraLean;
+using Svelto.Tasks.ExtraLean.Unity;
+using UnityEngine;
+
+namespace GamecraftModdingAPI.Interface.IMGUI
+{
+ public static class IMGUIManager
+ {
+ internal static OnGuiRunner ImguiScheduler = new OnGuiRunner("GamecraftModdingAPI_IMGUIScheduler");
+
+ private static FasterDictionary _activeElements = new FasterDictionary();
+
+ public static void AddElement(UIElement e)
+ {
+ if (!ExistsElement(e))
+ {
+ _activeElements[e.Name] = e;
+ }
+ }
+
+ public static bool ExistsElement(string name)
+ {
+ return _activeElements.ContainsKey(name);
+ }
+
+ public static bool ExistsElement(UIElement element)
+ {
+ return ExistsElement(element.Name);
+ }
+
+ public static bool RemoveElement(string name)
+ {
+ if (ExistsElement(name))
+ {
+ return _activeElements.Remove(name);
+ }
+
+ return false;
+ }
+
+ public static bool RemoveElement(UIElement element)
+ {
+ return RemoveElement(element.Name);
+ }
+
+ private static void OnGUI()
+ {
+ UIElement[] elements = _activeElements.GetValuesArray(out uint count);
+ for(uint i = 0; i < count; i++)
+ {
+ if (elements[i].Enabled)
+ elements[i].OnGUI();
+ /*try
+ {
+ if (elements[i].Enabled)
+ elements[i].OnGUI();
+ }
+ catch (ArgumentException)
+ {
+ // ignore these, since this is (hopefully) just Unity being dumb
+ }
+ catch (Exception e)
+ {
+ Logging.MetaDebugLog($"Element '{elements[i].Name}' threw exception:\n{e.ToString()}");
+ }*/
+
+ }
+ }
+
+ private static IEnumerator OnGUIAsync()
+ {
+ yield return (new Svelto.Tasks.Enumerators.WaitForSecondsEnumerator(5)).Continue(); // wait for some startup
+ while (true)
+ {
+ yield return Yield.It;
+ GUI.skin = Constants.Default;
+ OnGUI();
+ }
+ }
+
+ internal static void Init()
+ {
+ OnGUIAsync().RunOn(ImguiScheduler);
+ }
+ }
+}
\ No newline at end of file
diff --git a/GamecraftModdingAPI/Interface/IMGUI/Image.cs b/GamecraftModdingAPI/Interface/IMGUI/Image.cs
new file mode 100644
index 0000000..8c026ed
--- /dev/null
+++ b/GamecraftModdingAPI/Interface/IMGUI/Image.cs
@@ -0,0 +1,58 @@
+using UnityEngine;
+
+namespace GamecraftModdingAPI.Interface.IMGUI
+{
+ public class Image : UIElement
+ {
+ private bool automaticLayout = false;
+
+ public Texture Texture { get; set; }
+
+ public Rect Box { get; set; } = Rect.zero;
+
+ public void OnGUI()
+ {
+ //if (Texture == null) return;
+ if (automaticLayout)
+ {
+ GUILayout.Label(Texture, Constants.Default.label);
+ }
+ else
+ {
+ GUI.Label(Box, Texture, Constants.Default.label);
+ }
+ }
+
+ public string Name { get; }
+ public bool Enabled { set; get; } = true;
+
+ public Image(Texture texture = null, string name = null)
+ {
+ automaticLayout = true;
+ Texture = texture;
+ if (name == null)
+ {
+ if (texture == null)
+ {
+ this.Name = typeof(Image).FullName + "::" + texture;
+ }
+ else
+ {
+ this.Name = typeof(Image).FullName + "::" + texture.name + "(" + texture.width + "x" + texture.height + ")";
+ }
+
+ }
+ else
+ {
+ this.Name = name;
+ }
+ IMGUIManager.AddElement(this);
+ }
+
+ public Image(Rect box, Texture texture = null, string name = null) : this(texture, name)
+ {
+ this.Box = box;
+ automaticLayout = false;
+ }
+ }
+}
\ No newline at end of file
diff --git a/GamecraftModdingAPI/Interface/IMGUI/Label.cs b/GamecraftModdingAPI/Interface/IMGUI/Label.cs
new file mode 100644
index 0000000..2fb54f7
--- /dev/null
+++ b/GamecraftModdingAPI/Interface/IMGUI/Label.cs
@@ -0,0 +1,59 @@
+using UnityEngine;
+
+namespace GamecraftModdingAPI.Interface.IMGUI
+{
+ ///
+ /// A simple text label.
+ /// This wraps Unity IMGUI's Label.
+ ///
+ public class Label : UIElement
+ {
+ private bool automaticLayout = false;
+
+ ///
+ /// String to display on the label.
+ ///
+ public string Text { get; set; }
+
+ ///
+ /// The rectangular area that the label can use.
+ ///
+ public Rect Box { get; set; } = Rect.zero;
+
+ public void OnGUI()
+ {
+ if (automaticLayout)
+ {
+ GUILayout.Label(Text, Constants.Default.label);
+ }
+ else
+ {
+ GUI.Label(Box, Text, Constants.Default.label);
+ }
+ }
+
+ public string Name { get; }
+ public bool Enabled { set; get; } = true;
+
+ public Label(string initialText = null, string name = null)
+ {
+ automaticLayout = true;
+ Text = initialText;
+ if (name == null)
+ {
+ this.Name = typeof(Label).FullName + "::" + initialText;
+ }
+ else
+ {
+ this.Name = name;
+ }
+ IMGUIManager.AddElement(this);
+ }
+
+ public Label(Rect box, string initialText = null, string name = null) : this(initialText, name)
+ {
+ this.Box = box;
+ automaticLayout = false;
+ }
+ }
+}
\ No newline at end of file
diff --git a/GamecraftModdingAPI/Interface/IMGUI/Text.cs b/GamecraftModdingAPI/Interface/IMGUI/Text.cs
new file mode 100644
index 0000000..1b94804
--- /dev/null
+++ b/GamecraftModdingAPI/Interface/IMGUI/Text.cs
@@ -0,0 +1,109 @@
+using System;
+using UnityEngine;
+
+namespace GamecraftModdingAPI.Interface.IMGUI
+{
+ ///
+ /// A text input field.
+ /// This wraps Unity's IMGUI TextField and TextArea.
+ ///
+ public class Text : UIElement
+ {
+ private bool automaticLayout;
+
+ ///
+ /// Whether the text input field is multiline (true -> TextArea) or not (false -> TextField).
+ ///
+ public bool Multiline { get; set; }
+
+ private string text;
+
+ ///
+ /// The rectangular area that the text field can use.
+ ///
+ public Rect Box { get; set; } = Rect.zero;
+
+ ///
+ /// An event that fires whenever the text input is edited.
+ ///
+ public event EventHandler OnEdit;
+
+ public void OnGUI()
+ {
+ string editedText = null;
+ if (automaticLayout)
+ {
+ if (Multiline)
+ {
+ editedText = GUILayout.TextArea(text, Constants.Default.textArea);
+ }
+ else
+ {
+ editedText = GUILayout.TextField(text, Constants.Default.textField);
+ }
+ }
+ else
+ {
+ if (Multiline)
+ {
+ editedText = GUI.TextArea(Box, text, Constants.Default.textArea);
+ }
+ else
+ {
+ editedText = GUI.TextField(Box, text, Constants.Default.textField);
+ }
+ }
+
+ if (editedText != null && editedText != text)
+ {
+ OnEdit?.Invoke(this, editedText);
+ text = editedText;
+ }
+ }
+
+ ///
+ /// The text field's unique name.
+ ///
+ public string Name { get; }
+
+ ///
+ /// Whether to display the text field.
+ ///
+ public bool Enabled { set; get; } = true;
+
+ ///
+ /// Initialize the text input field with automatic layout.
+ ///
+ /// Initial text in the input field.
+ /// The text field's name.
+ /// Allow multiple lines?
+ public Text(string initialText = null, string name = null, bool multiline = false)
+ {
+ this.Multiline = multiline;
+ automaticLayout = true;
+ text = initialText ?? "";
+ if (name == null)
+ {
+ this.Name = typeof(Text).FullName + "::" + text;
+ }
+ else
+ {
+ this.Name = name;
+ }
+ IMGUIManager.AddElement(this);
+ }
+
+ ///
+ /// Initialize the text input field.
+ ///
+ /// Rectangular area for the text field.
+ /// Initial text in the input field.
+ /// The text field's name.
+ /// Allow multiple lines?
+ public Text(Rect box, string initialText = null, string name = null, bool multiline = false) : this(initialText, name, multiline)
+ {
+ this.Box = box;
+ automaticLayout = false;
+ }
+ }
+}
\ No newline at end of file
diff --git a/GamecraftModdingAPI/Interface/IMGUI/UIElement.cs b/GamecraftModdingAPI/Interface/IMGUI/UIElement.cs
new file mode 100644
index 0000000..abaed6e
--- /dev/null
+++ b/GamecraftModdingAPI/Interface/IMGUI/UIElement.cs
@@ -0,0 +1,28 @@
+using System;
+
+namespace GamecraftModdingAPI.Interface.IMGUI
+{
+ ///
+ /// GUI Element like a text field, button or picture.
+ /// This interface is used to wrap many elements from Unity's IMGUI system.
+ ///
+ public interface UIElement
+ {
+ ///
+ /// GUI operations to perform in the OnGUI scope.
+ /// This is basically equivalent to a MonoBehaviour's OnGUI method.
+ ///
+ void OnGUI();
+
+ ///
+ /// The element's name.
+ /// This should be unique for every instance of the class.
+ ///
+ string Name { get; }
+
+ ///
+ /// Whether to display the UI element or not.
+ ///
+ bool Enabled { get; }
+ }
+}
\ No newline at end of file
diff --git a/GamecraftModdingAPI/Main.cs b/GamecraftModdingAPI/Main.cs
index 584ae90..d957a46 100644
--- a/GamecraftModdingAPI/Main.cs
+++ b/GamecraftModdingAPI/Main.cs
@@ -89,6 +89,9 @@ namespace GamecraftModdingAPI
AsyncUtils.Init();
GamecraftModdingAPI.App.Client.Init();
GamecraftModdingAPI.App.Game.Init();
+ // init UI
+ Interface.IMGUI.Constants.Init();
+ Interface.IMGUI.IMGUIManager.Init();
Logging.MetaLog($"{currentAssembly.GetName().Name} v{currentAssembly.GetName().Version} initialized");
}
diff --git a/GamecraftModdingAPI/Tests/GamecraftModdingAPIPluginTest.cs b/GamecraftModdingAPI/Tests/GamecraftModdingAPIPluginTest.cs
index 81a814c..e3abdca 100644
--- a/GamecraftModdingAPI/Tests/GamecraftModdingAPIPluginTest.cs
+++ b/GamecraftModdingAPI/Tests/GamecraftModdingAPIPluginTest.cs
@@ -5,7 +5,7 @@ using System.Linq;
using System.Reflection;
using System.Reflection.Emit;
using System.Text;
-
+using GamecraftModdingAPI.App;
using HarmonyLib;
using IllusionInjector;
// test
@@ -22,8 +22,16 @@ using GamecraftModdingAPI.Commands;
using GamecraftModdingAPI.Events;
using GamecraftModdingAPI.Utility;
using GamecraftModdingAPI.Blocks;
+using GamecraftModdingAPI.Interface.IMGUI;
using GamecraftModdingAPI.Players;
+using UnityEngine.AddressableAssets;
+using UnityEngine.AddressableAssets.ResourceLocators;
+using UnityEngine.ResourceManagement.AsyncOperations;
+using UnityEngine.ResourceManagement.ResourceLocations;
+using UnityEngine.ResourceManagement.ResourceProviders;
+using Debug = FMOD.Debug;
using EventType = GamecraftModdingAPI.Events.EventType;
+using Label = GamecraftModdingAPI.Interface.IMGUI.Label;
namespace GamecraftModdingAPI.Tests
{
@@ -347,13 +355,38 @@ namespace GamecraftModdingAPI.Tests
{
Logging.Log("Compatible GamecraftScripting detected");
}
-
+ // Interface test
+ /*Interface.IMGUI.Group uiGroup = new Group(new Rect(20, 20, 200, 500), "GamecraftModdingAPI_UITestGroup", true);
+ Interface.IMGUI.Button button = new Button("TEST");
+ button.OnClick += (b, __) => { Logging.MetaDebugLog($"Click on {((Interface.IMGUI.Button)b).Name}");};
+ Interface.IMGUI.Button button2 = new Button("TEST2");
+ button2.OnClick += (b, __) => { Logging.MetaDebugLog($"Click on {((Interface.IMGUI.Button)b).Name}");};
+ Text uiText = new Text("This is text!", multiline: true);
+ uiText.OnEdit += (t, txt) => { Logging.MetaDebugLog($"Text in {((Text)t).Name} is now '{txt}'"); };
+ Label uiLabel = new Label("Label!");
+ Image uiImg = new Image(name:"Behold this texture!");
+ uiImg.Enabled = false;
+ uiGroup.AddElement(button);
+ uiGroup.AddElement(button2);
+ uiGroup.AddElement(uiText);
+ uiGroup.AddElement(uiLabel);
+ uiGroup.AddElement(uiImg);
+
+ Addressables.LoadAssetAsync("Assets/Art/Textures/UI/FrontEndMap/RCX_Blue_Background_5k.jpg")
+ .Completed +=
+ handle =>
+ {
+ uiImg.Texture = handle.Result;
+ uiImg.Enabled = true;
+ Logging.MetaDebugLog($"Got blue bg asset {handle.Result}");
+ };
+ */
#if TEST
TestRoot.RunTests();
#endif
}
- private string modsString;
+ private string modsString;
private string InstalledMods()
{
if (modsString != null) return modsString;