public override void OnClose() { base.OnMinimize(); if (DPSettings.config.focusGameWhenNotInteracting) { GamingManager.FocusActiveGame(); } }
public void Button_Close() { DPUIManager.Animate(keyboardDP, DPAnimation.FadeOut); if (DPSettings.config.focusGameWhenNotInteracting) { GamingManager.FocusActiveGame(); } //ResetPrevious(); }
/// <summary> /// Used internally to toggle the visibility of the bar, it's children, and the DPApps /// </summary> /// <param name="visible"></param> private void ToggleVisible(bool visible) { isOpened = visible; if (!visible) { OverlayInteractionManager.I.EndCurrentDrag(); TheBarManager.I.ToggleSnapPointsVisible(false); //Return focus to the active game if that's on if (DPSettings.config.focusGameWhenNotInteracting) { GamingManager.FocusActiveGame(); } DPUIManager.Animate(theBarDP, DPAnimation.FadeOut); } else { Vector3 goodRotBar = new Vector3(45, activatedRotation.eulerAngles.y, 0); theBarDP.SetOverlayTransform(GetPosFromOriginOffset(new Vector3(0, -0.45f, 0f)), goodRotBar); DPUIManager.Animate(theBarDP, DPAnimation.FadeInUp); } OverlayInteractionManager.I.TryEnableInteraction(visible, true); ToggleBlackout(visible); onBarOpened?.Invoke(visible); //Handle all the DPApps if (visible) { UpdateAnchoredAppsTransform(); } ToggleApps(visible); }
private void Awake() { Instance = this; }
private void OnInteractedWith(bool interacting) { if (!loaded) { return; } //Debug.Log("Interaction state: " + interacting); isInteractingVirtually = interacting; if (interacting && isTargetingWindow) { if (isTargetingWindow && window.isIconic) { WinNative.ShowWindow(window.handle, ShowWindowCommands.Restore); } WinNative.SetForegroundWindow(window.handle); if (primaryWindowDP != this) { //Clear the previous if (primaryWindowDP != null) { primaryWindowDP.isPrimary = false; //if (primaryWindowDP.isTargetingWindow) { //} primaryWindowDP.RequestRendering(); //primaryWindowDP.UpdateOverlayUVs(); } //StartCoroutine(C_Lock()); primaryWindowDP = this; isPrimary = true; UDDManager.instance.gameObject.SetActive(false); UDDManager.instance.gameObject.SetActive(true); //UpdateOverlayUVs(); } } //Update the title if (interacting) { if (!isTargetingWindow) { dpAppParent.title = monitor.name; } else { dpAppParent.title = window.title; } } //This only runs when the bar is closed and the config option is enabled if (DPSettings.config.focusGameWhenNotInteracting && !interacting) { GamingManager.FocusActiveGame(); } }
// Start is called before the first frame update void Awake() { DontDestroyOnLoad(this); _instance = this; initGame(); }
private void Awake() { I = this; }