Add basic ui controller

This commit is contained in:
2020-07-15 18:12:50 -07:00
parent 66dd0a6206
commit 1316dbb553
12 changed files with 346 additions and 17 deletions

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@ -85,7 +85,7 @@
<Compile Include="Properties\AssemblyInfo.cs" />
<Compile Include="Text\FontLoader.cs" />
<Compile Include="Text\TextRenderer.cs" />
<Compile Include="Text\TextSettings.cs" />
<Compile Include="Text\FormattedText.cs" />
<Compile Include="Test\TestLayers.cs" />
<Compile Include="UI\TextEntryController.cs" />
<Compile Include="UI\UILoader.cs" />

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@ -0,0 +1,15 @@
using TMPro;
using UnityEngine;
namespace ConformalDecals.Text {
public struct FormattedText {
public string text;
public TMP_FontAsset font;
public FontStyles style;
public bool vertical;
public Color32 color;
public Color32 outlineColor;
public float outlineWidth;
}
}

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@ -1,5 +0,0 @@
namespace ConformalDecals.Text {
public struct TextSettings {
}
}

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@ -1,9 +1,108 @@
using System;
using ConformalDecals.Text;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
namespace ConformalDecals.UI {
public class TextEntryController : MonoBehaviour {
public void OnClose() {
Debug.Log("Close!");
private FormattedText _text;
[SerializeField] private Selectable _textBox;
[SerializeField] private Toggle _fontColorButton;
[SerializeField] private Toggle _fontButton;
[SerializeField] private Toggle _outlineColorButton;
[SerializeField] private Slider _outlineWidthSlider;
[SerializeField] private Toggle _boldButton;
[SerializeField] private Toggle _italicButton;
[SerializeField] private Toggle _underlineButton;
[SerializeField] private Toggle _smallCapsButton;
[SerializeField] private Toggle _verticalButton;
public delegate void TextUpdateReceiver(FormattedText text);
public delegate void TextCancelReceiver();
public TextUpdateReceiver textUpdateCallback;
public TextCancelReceiver textCancelCallback;
private void Start() {
(_textBox as TMP_InputField).text = _text.text;
_boldButton.isOn = (_text.style | FontStyles.Bold) != 0;
_italicButton.isOn = (_text.style | FontStyles.Italic) != 0;
_underlineButton.isOn = (_text.style | FontStyles.Underline) != 0;
_smallCapsButton.isOn = (_text.style | FontStyles.SmallCaps) != 0;
_verticalButton.isOn = _text.vertical;
}
public void Close() {
Destroy(gameObject);
}
public void OnCancel() {
textCancelCallback();
Close();
}
public void OnApply() {
textUpdateCallback(_text);
Close();
}
public void OnTextUpdate(string text) {
_text.text = text;
textUpdateCallback(_text);
}
public void OnFontMenu(bool state) { }
public void OnColorMenu(bool state) { }
public void OnOutlineColorMenu(bool state) { }
public void OnOutlineUpdate(float value) {
_text.outlineWidth = value;
textUpdateCallback(_text);
}
public void OnBoldUpdate(bool state) {
if (state) _text.style |= FontStyles.Bold;
else _text.style &= ~FontStyles.Bold;
textUpdateCallback(_text);
}
public void OnItalicUpdate(bool state) {
if (state) _text.style |= FontStyles.Italic;
else _text.style &= ~FontStyles.Italic;
textUpdateCallback(_text);
}
public void OnUnderlineUpdate(bool state) {
if (state) _text.style |= FontStyles.Underline;
else _text.style &= ~FontStyles.Underline;
textUpdateCallback(_text);
}
public void OnSmallCapsUpdate(bool state) {
if (state) _text.style |= FontStyles.SmallCaps;
else _text.style &= ~FontStyles.SmallCaps;
textUpdateCallback(_text);
}
public void OnVerticalUpdate(bool state) {
_text.vertical = state;
textUpdateCallback(_text);
}
}
}

View File

@ -14,11 +14,21 @@ namespace ConformalDecals.UI {
var prefabs = AssetBundle.LoadFromFile(Path + "ui.conformaldecals");
textEntryPrefab = prefabs.LoadAsset("TextEntryPanel") as GameObject;
ProcessWindow(textEntryPrefab);
Debug.Log("[ConformalDecals] UI prefabs loaded and modified");
Debug.Log($"[ConformalDecals] {MainCanvasUtil.MainCanvas.renderMode}");
Debug.Log($"[ConformalDecals] {MainCanvasUtil.MainCanvas.sortingOrder}");
Debug.Log($"[ConformalDecals] {MainCanvasUtil.MainCanvas.sortingLayerID}");
Debug.Log($"[ConformalDecals] {MainCanvasUtil.MainCanvas.sortingLayerName}");
foreach (var layer in SortingLayer.layers) {
Debug.Log(layer.name);
Debug.Log(layer.id);
Debug.Log(layer.value);
}
var window = Instantiate(UILoader.textEntryPrefab, MainCanvasUtil.MainCanvas.transform, true);
}
@ -54,7 +64,7 @@ namespace ConformalDecals.UI {
ProcessSelectable(tag.gameObject, skin.toggle);
break;
case UITag.UIType.Slider:
ProcessSlider(tag.gameObject, skin.horizontalScrollbar, skin.horizontalScrollbarThumb, skin.verticalScrollbar, skin.verticalScrollbarThumb);
ProcessSlider(tag.gameObject, skin.horizontalSlider, skin.horizontalSliderThumb, skin.verticalSlider, skin.verticalSliderThumb);
break;
case UITag.UIType.Box:
ProcessSelectable(tag.gameObject, skin.box);
@ -68,7 +78,7 @@ namespace ConformalDecals.UI {
case UITag.UIType.Header:
ProcessText(tag.GetComponent<TextMeshProUGUI>(), font, new Color(0.718f, 0.996f, 0.000f, 1.000f), 16);
break;
}
}
}
}
@ -79,13 +89,13 @@ namespace ConformalDecals.UI {
private static void ProcessImage(Image image, UIStyleState state) {
image.sprite = state.background;
image.color = Color.white;
image.type = Image.Type.Sliced;
image.type = Image.Type.Sliced;
}
private static void ProcessSelectable(GameObject gameObject, UIStyle style) {
var selectable = gameObject.GetComponent<Selectable>();
if (selectable == null) throw new FormatException("No Selectable component present");
ProcessImage(selectable.image, style.normal);
selectable.transition = Selectable.Transition.SpriteSwap;
@ -94,7 +104,6 @@ namespace ConformalDecals.UI {
state.highlightedSprite = style.highlight.background;
state.pressedSprite = style.active.background;
state.disabledSprite = style.disabled.background;
selectable.spriteState = state;
}