Ejemplo n.º 1
0
        /// <summary>
        /// Performs initial setup
        /// </summary>
        /// <param name="parentTransform">Parent transform</param>
        /// <param name="targetPrefabInfo">Currently selected target prefab</param>
        internal override void Setup(Transform parentTransform, PrefabInfo targetPrefabInfo)
        {
            try
            {
                // Perform basic panel setup.
                base.Setup(parentTransform, targetPrefabInfo);

                Logging.Message("commencing InfoPanel setup");

                // Replace all button.
                replaceAllButton = AddIconButton(this, MidControlX + replaceButton.width, ReplaceY, BigIconSize, ReplaceAllTooltipKey, ReplaceAllAtlas);
                replaceAllButton.eventClicked += ReplaceAll;

                // Probability.
                UIPanel probabilityPanel = Sliderpanel(this, MidControlX, ProbabilityY, SliderHeight);
                probabilitySlider                = AddBOBSlider(probabilityPanel, 0f, "BOB_PNL_PRB", 0, 100, 1);
                probabilitySlider.TrueValue      = 100f;
                probabilitySlider.LimitToVisible = true;

                // Angle.
                UIPanel anglePanel = Sliderpanel(this, MidControlX, AngleY, SliderHeight);
                angleSlider = AddBOBSlider(anglePanel, 0f, "BOB_PNL_ANG", -180, 180, 1);

                Logging.Message("Creating offset panel");

                // Offset panel.
                UIPanel offsetPanel = Sliderpanel(this, MidControlX, OffsetPanelY, OffsetPanelHeight);
                UILabel offsetLabel = UIControls.AddLabel(offsetPanel, 0f, OffsetLabelY, Translations.Translate("BOB_PNL_OFF"));
                offsetLabel.textAlignment = UIHorizontalAlignment.Center;
                while (offsetLabel.width > MidControlWidth)
                {
                    offsetLabel.textScale -= 0.05f;
                    offsetLabel.PerformLayout();
                }
                offsetLabel.relativePosition = new Vector2((offsetPanel.width - offsetLabel.width) / 2f, OffsetLabelY);

                // Offset sliders.
                xSlider = AddBOBSlider(offsetPanel, XOffsetY, "BOB_PNL_XOF", -8f, 8f, 0.01f);
                ySlider = AddBOBSlider(offsetPanel, YOffsetY, "BOB_PNL_YOF", -8f, 8f, 0.01f);
                zSlider = AddBOBSlider(offsetPanel, ZOffsetY, "BOB_PNL_ZOF", -8f, 8f, 0.01f);

                // Set initial button states.
                UpdateButtonStates();

                // Normal/random toggle.
                randomCheck = UIControls.LabelledCheckBox((UIComponent)(object)this, hideVanilla.relativePosition.x, hideVanilla.relativePosition.y + hideVanilla.height + (Margin / 2f), Translations.Translate("BOB_PNL_RSW"), 12f, 0.7f);
                randomCheck.eventCheckChanged += RandomCheckChanged;

                // Random settings button.
                UIButton randomButton = UIControls.EvenSmallerButton(this, RightX - 200f, TitleHeight + Margin + 20f, Translations.Translate("BOB_PNL_RST"));
                randomButton.eventClicked += (control, clickEvent) => BOBRandomPanel.Create();

                Logging.Message("InfoPanel setup completed");
            }
            catch (Exception e)
            {
                Logging.LogException(e, "exception setting up InfoPanel");
            }
        }
Ejemplo n.º 2
0
        /// <summary>
        /// Adds a BOB slider to the specified component.
        /// </summary>
        /// <param name="parent">Parent component</param>
        /// <param name="xPos">Relative X position</param
        /// <param name="yPos">Relative Y position</param
        /// <param name="width">Slider width</param>
        /// <param name="labelKey">Text label translation key</param>
        /// <param name="minValue">Minimum displayed value</param
        /// <param name="maxValue">Maximum displayed value</param>
        /// <param name="stepSize">Minimum slider step size</param>
        /// <param name="name">Slider name</param>
        /// <returns>New BOBSlider</returns>
        protected BOBSlider AddBOBSlider(UIComponent parent, float xPos, float yPos, float width, string labelKey, float minValue, float maxValue, float stepSize, string name)
        {
            const float SliderY             = 18f;
            const float ValueY              = 3f;
            const float LabelY              = -13f;
            const float SliderHeight        = 18f;
            const float FloatTextFieldWidth = 45f;
            const float IntTextFieldWidth   = 38f;


            // Slider control.
            BOBSlider newSlider = parent.AddUIComponent <BOBSlider>();

            newSlider.size             = new Vector2(width, SliderHeight);
            newSlider.relativePosition = new Vector2(xPos, yPos + SliderY);
            newSlider.name             = name;

            // Value field - added to parent, not to slider, otherwise slider catches all input attempts.  Integer textfields (stepsize == 1) have shorter widths.
            float       textFieldWidth = stepSize == 1 ? IntTextFieldWidth : FloatTextFieldWidth;
            UITextField valueField     = UIControls.TinyTextField(parent, xPos + Margin + newSlider.width - textFieldWidth, yPos + ValueY, textFieldWidth);

            // Title label.
            UILabel titleLabel = UIControls.AddLabel(newSlider, 0f, LabelY, Translations.Translate(labelKey), textScale: 0.7f);

            // Autoscale tile label text, with minimum size 0.35.
            while (titleLabel.width > newSlider.width - textFieldWidth && titleLabel.textScale > 0.35f)
            {
                titleLabel.textScale -= 0.05f;
            }

            // Slider track.
            UISlicedSprite sliderSprite = newSlider.AddUIComponent <UISlicedSprite>();

            sliderSprite.atlas            = TextureUtils.InGameAtlas;
            sliderSprite.spriteName       = "BudgetSlider";
            sliderSprite.size             = new Vector2(newSlider.width, 9f);
            sliderSprite.relativePosition = new Vector2(0f, 4f);

            // Slider thumb.
            UISlicedSprite sliderThumb = newSlider.AddUIComponent <UISlicedSprite>();

            sliderThumb.atlas      = TextureUtils.InGameAtlas;
            sliderThumb.spriteName = "SliderBudget";
            newSlider.thumbObject  = sliderThumb;

            // Set references.
            newSlider.ValueField = valueField;

            // Event handler for textfield.
            newSlider.ValueField.eventTextSubmitted += newSlider.OnTextSubmitted;

            // Set initial values.
            newSlider.StepSize  = stepSize;
            newSlider.maxValue  = maxValue;
            newSlider.minValue  = minValue;
            newSlider.TrueValue = 0f;

            return(newSlider);
        }
Ejemplo n.º 3
0
        /// <summary>
        /// Constructor.
        /// </summary>
        internal BOBPanelBase()
        {
            // Basic behaviour.
            autoLayout    = false;
            canFocus      = true;
            isInteractive = true;

            // Appearance.
            backgroundSprite = "MenuPanel2";
            opacity          = PanelOpacity;

            // Size.
            size = new Vector2(PanelWidth, PanelHeight);

            // Drag bar.
            UIDragHandle dragHandle = AddUIComponent <UIDragHandle>();

            dragHandle.width            = this.width - 50f;
            dragHandle.height           = this.height;
            dragHandle.relativePosition = Vector3.zero;
            dragHandle.target           = this;

            // Close button.
            UIButton closeButton = AddUIComponent <UIButton>();

            closeButton.relativePosition = new Vector2(width - 35, 2);
            closeButton.normalBgSprite   = "buttonclose";
            closeButton.hoveredBgSprite  = "buttonclosehover";
            closeButton.pressedBgSprite  = "buttonclosepressed";
            closeButton.eventClick      += (component, clickEvent) => CloseEvent();

            // Name filter.
            nameFilter = UIControls.SmallLabelledTextField(this, width - 200f - Margin, TitleHeight + Margin, Translations.Translate("BOB_FIL_NAME"));
            // Event handlers for name filter textbox.
            nameFilter.eventTextChanged   += (control, text) => LoadedList();
            nameFilter.eventTextSubmitted += (control, text) => LoadedList();

            // Vanilla filter.
            hideVanilla                    = UIControls.LabelledCheckBox((UIComponent)(object)this, nameFilter.relativePosition.x, nameFilter.relativePosition.y + nameFilter.height + (Margin / 2f), Translations.Translate("BOB_PNL_HDV"), 12f, 0.7f);
            hideVanilla.isChecked          = ModSettings.hideVanilla;
            hideVanilla.eventCheckChanged += VanillaCheckChanged;

            // Mode label.
            modeLabel = UIControls.AddLabel(this, Margin, ToggleHeaderY, Translations.Translate("BOB_PNL_MOD"), textScale: 0.8f);

            // Tree/Prop checkboxes.
            propCheck                    = IconToggleCheck(this, Margin, ToggleY, "BOB-PropsSmall", "BOB_PNL_PRP");
            treeCheck                    = IconToggleCheck(this, Margin + ToggleSize, ToggleY, "BOB-TreesSmall", "BOB_PNL_TRE");
            propCheck.isChecked          = !InitialTreeCheckedState;
            treeCheck.isChecked          = InitialTreeCheckedState;
            propCheck.eventCheckChanged += PropCheckChanged;
            treeCheck.eventCheckChanged += TreeCheckChanged;
        }
Ejemplo n.º 4
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();
        }
Ejemplo n.º 5
0
        /// <summary>
        /// Sets the target prefab.
        /// </summary>
        /// <param name="targetPrefabInfo">Target prefab to set</param>
        internal override void SetTarget(PrefabInfo targetPrefabInfo)
        {
            // Don't do anything if invalid target, or target hasn't changed.
            if (!(targetPrefabInfo is BuildingInfo) || selectedPrefab == targetPrefabInfo)
            {
                return;
            }

            // Base setup.
            base.SetTarget(targetPrefabInfo);

            // Set target reference.
            currentBuilding = SelectedBuilding;

            // Does this building have sub-buildings?
            if (currentBuilding.m_subBuildings != null && currentBuilding.m_subBuildings.Length > 0)
            {
                // Yes - create lists of sub-buildings (names and infos).
                int numSubs    = currentBuilding.m_subBuildings.Length;
                int numChoices = numSubs + 1;
                SubBuildingNames    = new string[numChoices];
                subBuildings        = new BuildingInfo[numChoices];
                SubBuildingNames[0] = PrefabLists.GetDisplayName(currentBuilding);
                subBuildings[0]     = currentBuilding;

                object[] subBuildingIndexes = new object[numChoices];
                subBuildingIndexes[0] = 0;

                for (int i = 0; i < numSubs; ++i)
                {
                    SubBuildingNames[i + 1]   = PrefabLists.GetDisplayName(currentBuilding.m_subBuildings[i].m_buildingInfo);
                    subBuildings[i + 1]       = currentBuilding.m_subBuildings[i].m_buildingInfo;
                    subBuildingIndexes[i + 1] = i + 1;
                }

                // Add sub-building menu, if it doesn't already exist.
                if (subBuildingPanel == null)
                {
                    subBuildingPanel = this.AddUIComponent <UIPanel>();

                    // Basic behaviour.
                    subBuildingPanel.autoLayout    = false;
                    subBuildingPanel.canFocus      = true;
                    subBuildingPanel.isInteractive = true;

                    // Appearance.
                    subBuildingPanel.backgroundSprite = "MenuPanel2";
                    subBuildingPanel.opacity          = PanelOpacity;

                    // Size and position.
                    subBuildingPanel.size             = new Vector2(200f, PanelHeight - TitleHeight);
                    subBuildingPanel.relativePosition = new Vector2(-205f, TitleHeight);

                    // Heading.
                    UILabel subTitleLabel = UIControls.AddLabel(subBuildingPanel, 5f, 5f, Translations.Translate("BOB_PNL_SUB"), 190f);
                    subTitleLabel.textAlignment    = UIHorizontalAlignment.Center;
                    subTitleLabel.relativePosition = new Vector2(5f, (TitleHeight - subTitleLabel.height) / 2f);

                    // List panel.
                    UIPanel subBuildingListPanel = subBuildingPanel.AddUIComponent <UIPanel>();
                    subBuildingListPanel.relativePosition = new Vector2(Margin, TitleHeight);
                    subBuildingListPanel.width            = subBuildingPanel.width - (Margin * 2f);
                    subBuildingListPanel.height           = subBuildingPanel.height - TitleHeight - (Margin * 2f);


                    subBuildingList = UIFastList.Create <UISubBuildingRow>(subBuildingListPanel);
                    ListSetup(subBuildingList);

                    // Create return fastlist from our filtered list.
                    subBuildingList.rowsData = new FastList <object>
                    {
                        m_buffer = subBuildingIndexes,
                        m_size   = subBuildingIndexes.Length
                    };
                }
                else
                {
                    // If the sub-building panel has already been created. just make sure it's visible.
                    subBuildingPanel.Show();
                }
            }
            else
            {
                // Otherwise, hide the sub-building panel (if it exists).
                subBuildingPanel?.Hide();
            }

            // Populate target list and select target item.
            TargetList();

            // Apply Harmony rendering patches.
            RenderOverlays.CurrentBuilding = selectedPrefab as BuildingInfo;
            Patcher.PatchBuildingOverlays(true);
        }