Ejemplo n.º 1
0
        /// <summary>
        /// Display an info message dialog in the center of the screen
        /// </summary>
        ///
        /// <param name="title">Dialog title.</param>
        /// <param name="message">Dialog body text.</param>
        private static void MessageBoxPanel(string title, string message)
        {
            Action prompt = () => {
                MessageBoxPanel messageBoxPanel = UIView.library
                                                  .ShowModal <MessageBoxPanel>("MessageBoxPanel");
                messageBoxPanel.Find <UILabel>("Message").text = message;
                messageBoxPanel.Find <UILabel>("Caption").text = title;
                UIButton uiButton = messageBoxPanel.Find <UIButton>("Close");
                if (!uiButton)
                {
                    return;
                }
                uiButton.isVisible = false;
            };

            try {
                if (TMPELifecycle.InGameOrEditor())
                {
                    Singleton <SimulationManager> .instance.m_ThreadingWrapper.QueueMainThread(prompt);
                }
                else
                {
                    prompt();
                }
            } catch (Exception e) {
                Log.ErrorFormat(
                    "Error displaying a Prompt:\n{0}",
                    e.ToString());
            }
        }
        /// <summary>
        /// When lane routing feature activation is toggled, all junctions
        /// need to be updated to reflect the change.
        /// </summary>
        internal static void UpdateRoutingManager()
        {
            if (TMPELifecycle.Instance.Deserializing)
            {
                Log._Debug("OptionsManager.UpdateRoutingManager() - Ignoring; Deserialising");
                return;
            }

            if (TMPELifecycle.InGameOrEditor())
            {
                Log.Info("OptionsManager.UpdateRoutingManager()");
                RoutingManager.Instance.RequestFullRecalculation();
            }
        }
        /// <summary>
        /// When dedicated turning lane policy is toggled, all junctions
        /// need to be checked and updated if necessary.
        /// </summary>
        internal static void UpdateDedicatedTurningLanes()
        {
            if (TMPELifecycle.Instance.Deserializing)
            {
                Log._Debug("Options.UpdateDedicatedTurningLanes() - Waiting for deserialisation");
                _needUpdateDedicatedTurningLanes = true;
                return;
            }

            if (TMPELifecycle.InGameOrEditor())
            {
                Log.Info("OptionsManager.UpdateDedicatedTurningLanes()");
                LaneArrowManager.Instance.UpdateDedicatedTurningLanePolicy(true);
            }
        }
        /// <summary>
        /// When junction restriction policies are toggled, all junctions
        /// need to reflect the new default settings.
        /// </summary>
        internal static void UpdateJunctionRestrictionsManager()
        {
            if (TMPELifecycle.Instance.Deserializing)
            {
                Log._Debug("Options.UpdateJunctionRestrictionsManager() - Waiting for deserialisation");
                _needUpdateJunctionRestrictionsManager = true;
                return;
            }

            if (TMPELifecycle.InGameOrEditor())
            {
                Log.Info("OptionsManager.UpdateJunctionRestrictionsManager()");
                JunctionRestrictionsManager.Instance.UpdateAllDefaults();
            }
        }
Ejemplo n.º 5
0
        /// <summary>
        /// If the game is not loaded and warn is true, will display a warning about options being
        /// local to each savegame.
        /// </summary>
        /// <param name="warn">Whether to display a warning popup</param>
        /// <returns>The game is loaded</returns>
        internal static bool IsGameLoaded(bool warn = true)
        {
            if (TMPELifecycle.InGameOrEditor())
            {
                return(true);
            }

            if (warn)
            {
                Prompt.Warning(
                    "Nope!",
                    Translation.Options.Get("Dialog.Text:Settings are stored in savegame")
                    + " https://github.com/CitiesSkylinesMods/TMPE/wiki/Settings");
            }

            return(false);
        }
Ejemplo n.º 6
0
        /// <summary>
        /// Display an exception message in the center of the screen, optionally
        /// styled as an error.
        /// </summary>
        ///
        /// <param name="title">Dialog title.</param>
        /// <param name="message">Dialog body text.</param>
        /// <param name="isError">If <c>true</c>, the dialog is styled as an error.</param>
        private static void ExceptionPanel(string title, string message, bool isError)
        {
            Action prompt = () => {
                UIView.library
                .ShowModal <ExceptionPanel>("ExceptionPanel")
                .SetMessage(title, message, isError);
            };

            try {
                if (TMPELifecycle.InGameOrEditor())
                {
                    Singleton <SimulationManager> .instance.m_ThreadingWrapper.QueueMainThread(prompt);
                }
                else
                {
                    prompt();
                }
            } catch (Exception e) {
                Log.ErrorFormat(
                    "Error displaying a Prompt:\n{0}",
                    e.ToString());
            }
        }
Ejemplo n.º 7
0
        internal static void MakeSettings_Maintenance(ExtUITabstrip tabStrip)
        {
            UIHelper     panelHelper      = tabStrip.AddTabPage(Translation.Options.Get("Tab:Maintenance"));
            UIHelperBase maintenanceGroup = panelHelper.AddGroup(T("Tab:Maintenance"));

            _resetStuckEntitiesBtn = maintenanceGroup.AddButton(
                T("Maintenance.Button:Reset stuck cims and vehicles"),
                onClickResetStuckEntities) as UIButton;

            _removeParkedVehiclesBtn = maintenanceGroup.AddButton(
                T("Maintenance.Button:Remove parked vehicles"),
                OnClickRemoveParkedVehicles) as UIButton;

            _removeAllExistingTrafficLightsBtn = maintenanceGroup.AddButton(
                T("Maintenance.Button:Remove all existing traffic lights"),
                OnClickRemoveAllExistingTrafficLights) as UIButton;
#if DEBUG
            _resetSpeedLimitsBtn = maintenanceGroup.AddButton(
                T("Maintenance.Button:Reset custom speed limits"),
                OnClickResetSpeedLimits) as UIButton;
#endif
            _reloadGlobalConfBtn = maintenanceGroup.AddButton(
                T("Maintenance.Button:Reload global configuration"),
                OnClickReloadGlobalConf) as UIButton;
            _resetGlobalConfBtn = maintenanceGroup.AddButton(
                T("Maintenance.Button:Reset global configuration"),
                OnClickResetGlobalConf) as UIButton;

#if QUEUEDSTATS
            _showPathFindStatsToggle = maintenanceGroup.AddCheckbox(
                T("Maintenance.Checkbox:Show path-find stats"),
                Options.showPathFindStats,
                OnShowPathFindStatsChanged) as UICheckBox;
#endif

            var featureGroup =
                panelHelper.AddGroup(T("Maintenance.Group:Activated features")) as UIHelper;
            EnablePrioritySignsToggle = featureGroup.AddCheckbox(
                T("Checkbox:Priority signs"),
                Options.prioritySignsEnabled,
                OnPrioritySignsEnabledChanged) as UICheckBox;
            EnableTimedLightsToggle = featureGroup.AddCheckbox(
                T("Checkbox:Timed traffic lights"),
                Options.timedLightsEnabled,
                OnTimedLightsEnabledChanged) as UICheckBox;
            _enableCustomSpeedLimitsToggle = featureGroup.AddCheckbox(
                T("Checkbox:Speed limits"),
                Options.customSpeedLimitsEnabled,
                OnCustomSpeedLimitsEnabledChanged) as UICheckBox;
            _enableVehicleRestrictionsToggle = featureGroup.AddCheckbox(
                T("Checkbox:Vehicle restrictions"),
                Options.vehicleRestrictionsEnabled,
                OnVehicleRestrictionsEnabledChanged) as
                                               UICheckBox;
            _enableParkingRestrictionsToggle = featureGroup.AddCheckbox(
                T("Checkbox:Parking restrictions"),
                Options.parkingRestrictionsEnabled,
                OnParkingRestrictionsEnabledChanged) as
                                               UICheckBox;
            _enableJunctionRestrictionsToggle = featureGroup.AddCheckbox(
                T("Checkbox:Junction restrictions"),
                Options.junctionRestrictionsEnabled,
                OnJunctionRestrictionsEnabledChanged) as
                                                UICheckBox;
            _turnOnRedEnabledToggle = featureGroup.AddCheckbox(
                T("Maintenance.Checkbox:Turn on red"),
                Options.turnOnRedEnabled,
                OnTurnOnRedEnabledChanged) as UICheckBox;
            _enableLaneConnectorToggle = featureGroup.AddCheckbox(
                T("Maintenance.Checkbox:Lane connector"),
                Options.laneConnectorEnabled,
                OnLaneConnectorEnabledChanged) as UICheckBox;

            Options.Indent(_turnOnRedEnabledToggle);

            // TODO [issue ##959] remove when TTL is implemented in asset editor.
            bool inEditor = TMPELifecycle.InGameOrEditor() &&
                            TMPELifecycle.AppMode != AppMode.Game;
            if (inEditor)
            {
                EnableTimedLightsToggle.isChecked = false;
                EnableTimedLightsToggle.isEnabled = false;
                // since this is temprory I don't want to go through the trouble of creating translation key.
                EnableTimedLightsToggle.tooltip = "TTL is not yet supported in asset editor";
            }
        }
Ejemplo n.º 8
0
 public bool MayPublishSegmentChanges()
 {
     return(Options.instantEffects && TMPELifecycle.InGameOrEditor() &&
            !TMPELifecycle.Instance.Deserializing);
 }