Ejemplo n.º 1
0
        /// <summary>
        /// (Re-)loads the current config (per ConfigurationUtils.CurrentSavedConfigName).
        /// </summary>
        private void LoadConfig()
        {
            // Clear current replacements.
            ReplacementUtils.NukeSettings();

            // Load config file.
            ConfigurationUtils.LoadConfig();

            Logging.KeyMessage("reloaded global configuration");

            // Update button states accordingly.
            UpdateButtonStates();

            // Update dirty renders.
            BuildingData.Update();
            NetData.Update();
        }
Ejemplo n.º 2
0
        /// <summary>
        /// 'Save and apply' button event handler.  Should onl be called ingame.
        /// </summary>
        /// <param name="control">Calling component (unused)</param>
        /// <param name="mouseEvent">Mouse event (unused)</param>
        private void Apply(UIComponent control, UIMouseEventParameter mouseEvent)
        {
            // Safety check.
            if (!inGame)
            {
                return;
            }

            // Are we using custom settings for this savegame, and have a valid current selection?
            if (customCheck.isChecked && !string.IsNullOrEmpty(selectedConfig))
            {
                // Yes - set current configuration file.
                ConfigurationUtils.currentConfig = selectedConfig;

                // Clear current replacements.
                ReplacementUtils.NukeSettings();

                // Load config file.
                ConfigurationUtils.LoadConfig();

                Logging.KeyMessage("current configuration set to ", ConfigurationUtils.currentConfig);
            }
            else
            {
                // No custom settings - did we have any previously?
                if (ConfigurationUtils.currentConfig != null)
                {
                    // We had previous settings - reset.
                    ConfigurationUtils.currentConfig = null;

                    // Clear current replacements.
                    ReplacementUtils.NukeSettings();

                    // Load config file.
                    ConfigurationUtils.LoadConfig();

                    Logging.KeyMessage("current configuration set to default");
                }
            }
        }
Ejemplo n.º 3
0
        /// <summary>
        /// Adds configurations panel tab to tabstrip.
        /// </summary>
        /// <param name="tabStrip">Tab strip to add to</param>
        /// <param name="tabIndex">Index number of tab</param>
        internal ConfigurationsPanel(UITabstrip tabStrip, int tabIndex)
        {
            // Set reference.
            instance = this;

            // Determine if we're in-game or not; use status of replacer managers to determine.
            inGame = BuildingReplacement.Instance != null && NetworkReplacement.Instance != null;

            // Add tab and helper.
            UIPanel  panel  = PanelUtils.AddTab(tabStrip, Translations.Translate("BOB_OPT_CFG"), tabIndex);
            UIHelper helper = new UIHelper(panel);

            panel.autoLayout = false;

            // Config list panel.
            UIPanel configListPanel = panel.AddUIComponent <UIPanel>();

            configListPanel.width            = ListWidth;
            configListPanel.height           = ListHeight;
            configListPanel.relativePosition = new Vector2(Margin, ListY);

            // Config selection list.
            configList = UIFastList.Create <UIConfigRow>(configListPanel);
            configList.backgroundSprite  = "UnlockingPanel";
            configList.width             = configListPanel.width;
            configList.height            = configListPanel.height;
            configList.canSelect         = true;
            configList.rowHeight         = RowHeight;
            configList.autoHideScrollbar = true;
            configList.relativePosition  = Vector2.zero;
            configList.rowsData          = new FastList <object>();

            // File name textfield.
            UILabel fileTextLabel = UIControls.AddLabel(panel, ControlPanelX, ListY, "New configuration name:");

            fileNameField = UIControls.AddTextField(panel, ControlPanelX, ListY + fileTextLabel.height);
            fileNameField.eventTextChanged += (control, text) => UpdateButtonStates();

            // Buttons.
            activeCopyButton = UIControls.AddButton(panel, ControlPanelX, ListY + 70f, Translations.Translate("BOB_CFG_SAC"), 300f, scale: 0.8f);
            activeCopyButton.eventClicked   += NewCurrent;
            selectedCopyButton               = UIControls.AddButton(panel, ControlPanelX, ListY + 105f, Translations.Translate("BOB_CFG_SSC"), 300f, scale: 0.8f);
            selectedCopyButton.eventClicked += CopySelected;
            newCleanButton = UIControls.AddButton(panel, ControlPanelX, ListY + 140f, Translations.Translate("BOB_CFG_SEC"), 300f, scale: 0.8f);
            newCleanButton.eventClicked += NewClean;
            deleteButton = UIControls.AddButton(panel, ControlPanelX, ListY + 210f, Translations.Translate("BOB_CFG_DEL"), 300f, scale: 0.8f);
            deleteButton.eventClicked += Delete;

            // Ingame buttons - 'use custom' check and apply and nuke buttons.
            if (inGame)
            {
                // Use custom check box.
                customCheck = UIControls.LabelledCheckBox(panel, Margin, ToolBarY, Translations.Translate("BOB_CFG_UCS"));
                customCheck.eventCheckChanged += (control, isChecked) =>
                {
                    // If we've got a valid selection, set the current config name to this.
                    if (isChecked && !string.IsNullOrEmpty(selectedConfig))
                    {
                        ConfigurationUtils.CurrentSavedConfigName = selectedConfig;
                    }
                };

                // Apply button.
                UIButton applyButton = UIControls.AddButton(panel, Margin, FooterY, Translations.Translate("BOB_CFG_LAA"), 400f, scale: 0.8f);
                applyButton.eventClicked += Apply;

                // Use global configuration button.
                UIButton globalButton = UIControls.AddButton(panel, Margin, FooterY + 50f, Translations.Translate("BOB_CFG_LGL"), 400f, scale: 0.8f);
                globalButton.eventClicked += UseGlobal;

                // Clean up config button.
                UIButton cleanUpButton = UIControls.AddButton(panel, Margin + 50f, FooterY + 150f, Translations.Translate("BOB_CFG_CLE"), 300f);
                cleanUpButton.tooltip       = Translations.Translate("BOB_CFG_CLE_TIP");
                cleanUpButton.eventClicked += (control, clickEvent) => ConfigurationUtils.Cleanup();

                // Nuke all settings button.
                UIButton nukeButton = UIControls.AddButton(panel, Margin + 50f, FooterY + 200f, Translations.Translate("BOB_NUKE"), 300f);
                nukeButton.eventClicked += (control, clickEvent) =>
                {
                    // Revert all-building and building settings.
                    ReplacementUtils.NukeSettings();

                    // Save clean configuration.
                    //ConfigurationUtils.SaveConfig(ConfigurationUtils.CurrentSavedConfigName, true);
                };
            }

            // Populate selection list and set initial button states.
            RefreshList();

            // Select current pack if we've got one.
            if (customCheck != null && customCheck.isChecked)
            {
                // Try to select current config name.
                selectedConfig = configList.FindItem(ConfigurationUtils.CurrentSavedConfigName);

                // Did we find it?
                if (selectedConfig == null)
                {
                    // Not found; uncheck the use custom check.
                    customCheck.isChecked = false;
                }
            }

            // Set initial button states.
            UpdateButtonStates();
        }