Exemple #1
0
        /// <summary>
        /// Adds an icon-style button to the specified component at the specified coordinates.
        /// </summary>
        /// <param name="parent">Parent UIComponent</param>
        /// <param name="xPos">Relative X position</param>
        /// <param name="yPos">Relative Y position</param>
        /// <param name="size">Button size (square)</param>
        /// <param name="tooltipKey">Tooltip translation key</param>
        /// <param name="atlas">Icon atlas</param>
        /// <returns>New UIButton</returns>
        protected UIButton AddIconButton(UIComponent parent, float xPos, float yPos, float size, string tooltipKey, UITextureAtlas atlas)
        {
            UIButton newButton = parent.AddUIComponent <UIButton>();

            // Size and position.
            newButton.relativePosition = new Vector2(xPos, yPos);
            newButton.height           = size;
            newButton.width            = size;

            // Appearance.
            newButton.atlas = atlas;

            newButton.normalFgSprite   = "normal";
            newButton.focusedFgSprite  = "normal";
            newButton.hoveredFgSprite  = "hovered";
            newButton.disabledFgSprite = "disabled";
            newButton.pressedFgSprite  = "pressed";

            // Tooltip.
            newButton.tooltip = Translations.Translate(tooltipKey);

            return(newButton);
        }
Exemple #2
0
        /// <summary>
        /// Generates and displays a building row.
        /// </summary>
        /// <param name="data">Object to list</param>
        /// <param name="isRowOdd">If the row is an odd-numbered row (for background banding)</param>
        public void Display(object data, bool isRowOdd)
        {
            // Perform initial setup for new rows.
            if (nameLabel == null)
            {
                isVisible     = true;
                canFocus      = true;
                isInteractive = true;
                width         = parent.width;
                height        = RowHeight;

                // Add object name label.
                nameLabel           = AddUIComponent <UILabel>();
                nameLabel.width     = this.width - 10f;
                nameLabel.textScale = TextScale;

                // Add index text label.
                indexLabel                  = AddUIComponent <UILabel>();
                indexLabel.width            = IndexWidth;
                indexLabel.textScale        = TextScale;
                indexLabel.relativePosition = new Vector2(IndexLabelX, PaddingY);
            }

            // Add line sprite if we need to (initially hidden).
            if (lineSprite == null)
            {
                lineSprite                  = AddUIComponent <UISprite>();
                lineSprite.size             = new Vector2(17f, 17f);
                lineSprite.relativePosition = new Vector2(3f, 3f);
                lineSprite.Hide();
            }

            // Set initial label position.
            labelX = LeftMargin;

            // See if our attached data is a raw PropInfo (e.g an available prop item as opposed to a PropListItem replacment record).
            thisPrefab = data as PrefabInfo;
            if (thisPrefab == null)
            {
                // Hide any existing line sprites; it will be re-shown as necessary.
                if (lineSprite != null)
                {
                    lineSprite.Hide();

                    // Adjust name label position to accomodate.
                    labelX += PackageMargin;
                }

                // Text to display - StringBuilder due to the amount of manipulation we're doing.
                StringBuilder displayText = new StringBuilder();

                // Not a raw PropInfo, so it should be a PropListItem replacement record.
                // Set local references.
                thisItem = data as PropListItem;
                index    = thisItem.index;

                // See if this is a network prop.
                NetPropListItem thisNetItem = data as NetPropListItem;

                // Display index number if this is an individual reference.
                if (thisItem.index >= 0)
                {
                    indexLabel.text = thisItem.index.ToString();

                    // Adjust name label position to accomodate.
                    labelX += IndexWidth;
                }
                else
                {
                    indexLabel.text = "";
                }

                bool hasReplacement = false;

                // Check to see if there's a currently active individual replacement.
                if (thisItem.individualPrefab != null)
                {
                    // A replacement is currently active - include it in the text.
                    displayText.Append(PrefabLists.GetDisplayName(thisItem.individualPrefab.name));

                    // Append probability to the label, if we're showing it.
                    if (thisItem.showProbs)
                    {
                        displayText.Append(" ");
                        displayText.Append(thisItem.individualProb);
                        displayText.Append("%");
                    }

                    // Set flag.
                    hasReplacement = true;
                }
                // If no current individual replacement, check to see if there's a currently active building/network replacement.
                else if (thisItem.replacementPrefab != null)
                {
                    // A replacement is currently active - include it in the text.
                    displayText.Append(PrefabLists.GetDisplayName(thisItem.replacementPrefab.name));

                    // Append probability to the label, if we're showing it.
                    if (thisItem.showProbs)
                    {
                        displayText.Append(" ");
                        displayText.Append(thisItem.replacementProb);
                        displayText.Append("%");
                    }

                    // Set flag.
                    hasReplacement = true;

                    // Show building replacement sprite.
                    lineSprite.atlas      = TextureUtils.LoadSpriteAtlas(thisNetItem == null ? "bob_single_building_small" : "bob_road_small");
                    lineSprite.spriteName = "normal";
                    lineSprite.tooltip    = Translations.Translate(thisNetItem == null ? "BOB_SPR_SBL" : "BOB_SPR_SNT");
                    lineSprite.Show();
                }
                // If no current building/network replacement, check to see if any all- replacement is currently active.
                else if (thisItem.allPrefab != null)
                {
                    // An all- replacement is currently active; append name to the label.
                    displayText.Append(PrefabLists.GetDisplayName(thisItem.allPrefab.name));

                    // Append probability if this is not a network item and we're showing probs.
                    if (thisNetItem == null && thisItem.showProbs)
                    {
                        displayText.Append(" ");
                        displayText.Append(thisItem.allProb);
                        displayText.Append("%");
                    }

                    // Set flag.
                    hasReplacement = true;

                    // Show all- replacement sprite.
                    lineSprite.atlas      = TextureUtils.LoadSpriteAtlas(thisNetItem == null ? "bob_buildings_small" : "bob_all_roads_small");
                    lineSprite.spriteName = "normal";
                    lineSprite.tooltip    = Translations.Translate(thisNetItem == null ? "BOB_SPR_ABL" : "BOB_SPR_ANT");
                    lineSprite.Show();
                }
                // If no other replacements, chek to see if any pack replacement is currently active
                else if (thisItem.packagePrefab != null)
                {
                    // Yes; append name to the label.
                    displayText.Append(PrefabLists.GetDisplayName(thisItem.packagePrefab.name));

                    // Set flag.
                    hasReplacement = true;

                    // Show package replacement sprite.
                    lineSprite.atlas      = TextureUtils.LoadSpriteAtlas("bob_prop_pack_small");
                    lineSprite.spriteName = "normal";
                    lineSprite.tooltip    = Translations.Translate("BOB_SPR_PCK");
                    lineSprite.Show();
                }

                // Do we have a replacement?
                if (hasReplacement)
                {
                    // Yes; append "was" to the display name.
                    displayText.Append("; ");
                    displayText.Append(Translations.Translate("BOB_ROW_WAS"));
                    displayText.Append(" ");
                }

                // Original prefab display name.
                displayText.Append(PrefabLists.GetDisplayName(thisItem.originalPrefab.name));

                // Show original probability in brackets immediately afterwards.
                if (thisItem.showProbs)
                {
                    displayText.Append(" (");
                    displayText.Append(thisItem.originalProb);
                    displayText.Append("%)");
                }

                // Set display text.
                nameLabel.text = displayText.ToString();
            }
            else
            {
                // Attached data is a raw PropInfo; just display its (cleaned-up) name.
                nameLabel.text = PrefabLists.GetDisplayName(thisPrefab.name);
            }

            // Set label position
            nameLabel.relativePosition = new Vector2(labelX, PaddingY);

            // Set initial background as deselected state.
            Deselect(isRowOdd);
        }
Exemple #3
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)
        {
            // Set target reference.
            currentNet = targetPrefabInfo as NetInfo;

            // Base setup.
            base.Setup(parentTransform, targetPrefabInfo);

            // Add pack button.
            UIButton packButton = UIControls.EvenSmallerButton(this, RightX - 200f, TitleHeight + (Margin / 2f), Translations.Translate("BOB_PNL_PKB"));

            packButton.eventClicked += (component, clickEvent) => PackPanelManager.Create();

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

            // Apply Harmony rendering patches.
            Patcher.PatchNetworkOverlays(true);
        }
Exemple #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();
        }
Exemple #5
0
        /// <summary>
        /// MouseDown event handler to handle mouse clicks; primarily used to prime hotkey entry.
        /// </summary>
        /// <param name="mouseEvent">Mouse button event parameter</param>
        public void OnMouseDown(UIMouseEventParameter mouseEvent)
        {
            // Use the event.
            mouseEvent.Use();

            // Check to see if we're already primed for hotkey entry.
            if (isPrimed)
            {
                // We were already primed; is this a bindable mouse button?
                if (mouseEvent.buttons == UIMouseButton.Left || mouseEvent.buttons == UIMouseButton.Right)
                {
                    // Not a bindable mouse button - set the button text and cancel priming.
                    button.text = SavedInputKey.ToLocalizedString("KEYNAME", ModSettings.CurrentHotkey);
                    UIView.PopModal();
                    isPrimed = false;
                }
                else
                {
                    // Bindable mouse button - do keybinding as if this was a keystroke.
                    KeyCode mouseCode;

                    switch (mouseEvent.buttons)
                    {
                    // Convert buttons to keycodes (we don't bother with left and right buttons as they're non-bindable).
                    case UIMouseButton.Middle:
                        mouseCode = KeyCode.Mouse2;
                        break;

                    case UIMouseButton.Special0:
                        mouseCode = KeyCode.Mouse3;
                        break;

                    case UIMouseButton.Special1:
                        mouseCode = KeyCode.Mouse4;
                        break;

                    case UIMouseButton.Special2:
                        mouseCode = KeyCode.Mouse5;
                        break;

                    case UIMouseButton.Special3:
                        mouseCode = KeyCode.Mouse6;
                        break;

                    default:
                        // No valid button pressed: exit without doing anything.
                        return;
                    }

                    // We got a valid mouse button key - apply settings and save.
                    ApplyKey(SavedInputKey.Encode(mouseCode, IsControlDown(), IsShiftDown(), IsAltDown()));
                }
            }
            else
            {
                // We weren't already primed - set our text and focus the button.
                button.buttonsMask = (UIMouseButton.Left | UIMouseButton.Right | UIMouseButton.Middle | UIMouseButton.Special0 | UIMouseButton.Special1 | UIMouseButton.Special2 | UIMouseButton.Special3);
                button.text        = Translations.Translate("BOB_OPT_PRS");
                button.Focus();

                // Prime for new keybinding entry.
                isPrimed = true;
                UIView.PushModal(button);
            }
        }
Exemple #6
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)
        {
            System.Diagnostics.Stopwatch stopwatch = new System.Diagnostics.Stopwatch();
            stopwatch.Start();

            // Set target reference.
            currentBuilding = targetPrefabInfo as BuildingInfo;

            // Base setup.
            base.Setup(parentTransform, targetPrefabInfo);

            Logging.Message("base setup time ", stopwatch.ElapsedMilliseconds.ToString());

            // Add group checkbox.
            indCheck = UIControls.LabelledCheckBox(this, 155f, TitleHeight + Margin, Translations.Translate("BOB_PNL_IND"), 12f, 0.7f);

            // 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;
                string[] subBuildingNames = new string[numChoices];
                subBuildings        = new BuildingInfo[numChoices];
                subBuildingNames[0] = PrefabLists.GetDisplayName(currentBuilding.name);
                subBuildings[0]     = currentBuilding;

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

                // Add sub-building menu.
                subBuildingMenu = UIControls.AddLabelledDropDown(this, 155f, indCheck.relativePosition.y + indCheck.height + (Margin / 2f), Translations.Translate("BOB_PNL_SUB"), 250f, 20f, 0.7f, 15, 4);
                subBuildingMenu.listBackground = "GenericPanelDark";
                subBuildingMenu.items          = subBuildingNames;
                subBuildingMenu.selectedIndex  = 0;

                // Sub-building menu event handler.
                subBuildingMenu.eventSelectedIndexChanged += (control, index) =>
                {
                    // Set current building.
                    currentBuilding = subBuildings[index];

                    // Reset current items.
                    CurrentTargetItem = null;
                    replacementPrefab = null;

                    // Reset loaded lists.
                    LoadedList();
                    TargetList();
                };
            }

            // Event handler for group checkbox.
            indCheck.eventCheckChanged += (control, isChecked) =>
            {
                // Rebuild target list.
                TargetList();

                // Clear selection.
                targetList.selectedIndex = -1;
                CurrentTargetItem        = null;

                // Store current group state as most recent state.
                ModSettings.lastInd = isChecked;

                // Toggle replace all button visibility.
                if (isChecked)
                {
                    replaceAllButton.Hide();
                }
                else
                {
                    replaceAllButton.Show();
                }
            };

            // Set grouped checkbox initial state according to preferences.
            switch (ModSettings.indDefault)
            {
            case 0:
                // Most recent state.
                indCheck.isChecked = ModSettings.lastInd;
                break;

            case 1:
                // Grouping off by default.
                indCheck.isChecked = false;
                break;

            case 2:
                // Grouping on by default.
                indCheck.isChecked = true;
                break;
            }

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

            Logging.Message("building setup time ", stopwatch.ElapsedMilliseconds.ToString());

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

            stopwatch.Stop();
            Logging.Message("Harmony patching time ", stopwatch.ElapsedMilliseconds.ToString());
        }
Exemple #7
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;
        }