UI experiments

feature-better-tweakables
Andrew Cassidy 4 years ago
parent a9b05a677e
commit 4a3569a7be

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@ -0,0 +1,3 @@
version https://git-lfs.github.com/spec/v1
oid sha256:c543a58c9bc1ea96e26ce85625ca1fd765f5f1067f0eeca8fbdf68a2fe7e66ab
size 139184

@ -52,9 +52,21 @@
<Reference Include="UnityEngine.PhysicsModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null">
<HintPath>dlls\UnityEngine.PhysicsModule.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.TextCoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null">
<HintPath>dlls\UnityEngine.TextCoreModule.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.TextRenderingModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null">
<HintPath>dlls\UnityEngine.TextRenderingModule.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.UI, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null">
<HintPath>dlls\UnityEngine.UI.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.UIElementsModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null">
<HintPath>dlls\UnityEngine.UIElementsModule.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.UIModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null">
<HintPath>dlls\UnityEngine.UIModule.dll</HintPath>
</Reference>
</ItemGroup>
<ItemGroup>
<Compile Include="DecalConfig.cs" />
@ -75,6 +87,8 @@
<Compile Include="Text\TextRenderer.cs" />
<Compile Include="Text\TextSettings.cs" />
<Compile Include="Test\TestLayers.cs" />
<Compile Include="UI\UILoader.cs" />
<Compile Include="UI\UITag.cs" />
<Compile Include="Util\Logging.cs" />
<Compile Include="Util\OrientedBounds.cs" />
<Compile Include="Util\TextureUtils.cs" />

@ -1,40 +1,34 @@
using ConformalDecals.Text;
using ConformalDecals.UI;
using ConformalDecals.Util;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
namespace ConformalDecals {
public class ModuleConformalText: ModuleConformalDecal {
private const string DefaultFlag = "Squad/Flags/default";
[KSPField(isPersistant = true)] public string text = "Hello World!";
private GameObject _textEntryGui;
public override void OnLoad(ConfigNode node) {
base.OnLoad(node);
SetText(text);
}
public override void OnStart(StartState state) {
base.OnStart(state);
SetText(text);
}
private void SetText(string newText) {
this.Log("Rendering text for part");
var fonts = Resources.FindObjectsOfTypeAll<TMP_FontAsset>();
foreach (var font in fonts) {
this.Log($"Font: {font.name}");
foreach (var fallback in font.fallbackFontAssets) {
this.Log($" Fallback: {fallback.name}");
}
[KSPEvent(guiActive = false, guiActiveEditor = true, guiName = "#LOC_ConformalDecals_gui-select-flag")]
public void SetText()
{
if (_textEntryGui == null) {
_textEntryGui = Instantiate(UILoader.textEntryPrefab, MainCanvasUtil.MainCanvas.transform, true);
_textEntryGui.AddComponent<DragPanel>();
MenuNavigation.SpawnMenuNavigation(_textEntryGui, Navigation.Mode.Automatic, true);
}
//materialProperties.AddOrGetTextureProperty("_Decal", true).Texture = TextRenderer.RenderToTexture(fonts[0], newText);
UpdateMaterials();
}
}
}

@ -5,7 +5,7 @@ using System.Runtime.InteropServices;
// General Information about an assembly is controlled through the following
// set of attributes. Change these attribute values to modify the information
// associated with an assembly.
[assembly: AssemblyTitle("Conformal Decals")]
[assembly: AssemblyTitle("ConformalDecals")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("Cineboxandrew")]

@ -0,0 +1,128 @@
using System;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
namespace ConformalDecals.UI {
[KSPAddon(KSPAddon.Startup.Instantly, true)]
public class UILoader : MonoBehaviour {
private static readonly string Path = KSPUtil.ApplicationRootPath + "GameData/ConformalDecals/Resources/";
public static GameObject textEntryPrefab;
private void Awake() {
var prefabs = AssetBundle.LoadFromFile(Path + "ui.conformaldecals");
textEntryPrefab = prefabs.LoadAsset("TextEntryPanel") as GameObject;
ProcessWindow(textEntryPrefab);
Debug.Log("[ConformalDecals] UI prefabs loaded and modified");
}
private static void ProcessWindow(GameObject window) {
var skin = UISkinManager.defaultSkin;
var font = UISkinManager.TMPFont;
var background = window.GetComponent<Image>();
background.sprite = skin.window.normal.background;
background.type = Image.Type.Sliced;
var texts = window.GetComponentsInChildren<TextMeshProUGUI>(true);
foreach (var text in texts) {
ProcessText(text, font, Color.white);
}
var tags = window.GetComponentsInChildren<UITag>(true);
foreach (var tag in tags) {
Debug.Log($"Handling object ${tag.gameObject.name}");
switch (tag.type) {
case UITag.UIType.Window:
ProcessImage(tag.gameObject, skin.window);
break;
case UITag.UIType.Button:
ProcessSelectable(tag.gameObject, skin.button);
break;
case UITag.UIType.ButtonToggle:
ProcessSelectable(tag.gameObject, skin.toggle);
break;
case UITag.UIType.Slider:
ProcessSlider(tag.gameObject, skin.horizontalScrollbar, skin.horizontalScrollbarThumb, skin.verticalScrollbar, skin.verticalScrollbarThumb);
break;
case UITag.UIType.Box:
ProcessSelectable(tag.gameObject, skin.box);
break;
case UITag.UIType.Dropdown:
ProcessDropdown(tag.gameObject, skin.button, skin.window);
break;
case UITag.UIType.Label:
ProcessText(tag.GetComponent<TextMeshProUGUI>(), font, Color.white, 14);
break;
case UITag.UIType.Header:
ProcessText(tag.GetComponent<TextMeshProUGUI>(), font, new Color(0.718f, 0.996f, 0.000f, 1.000f), 16);
break;
}
}
}
private static void ProcessImage(GameObject gameObject, UIStyle style) {
var image = gameObject.GetComponent<Image>();
if (image == null) throw new FormatException("No Image component present");
image.sprite = style.normal.background;
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(gameObject, style);
selectable.transition = Selectable.Transition.SpriteSwap;
var state = selectable.spriteState;
state.highlightedSprite = style.highlight.background;
state.pressedSprite = style.active.background;
state.disabledSprite = style.disabled.background;
}
private static void ProcessSlider(GameObject gameObject, UIStyle horizontalStyle, UIStyle horizontalThumbStyle, UIStyle verticalStyle, UIStyle verticalThumbStyle) {
var slider = gameObject.GetComponent<Slider>();
if (slider == null) throw new FormatException("No Slider component present");
UIStyle sliderStyle;
UIStyle thumbStyle;
if (slider.direction == Slider.Direction.BottomToTop || slider.direction == Slider.Direction.TopToBottom) {
sliderStyle = verticalStyle;
thumbStyle = verticalThumbStyle;
}
else {
sliderStyle = horizontalStyle;
thumbStyle = horizontalThumbStyle;
}
ProcessSelectable(gameObject, thumbStyle);
var back = gameObject.GetComponentInChildren<Image>();
back.sprite = sliderStyle.normal.background;
back.type = Image.Type.Sliced;
}
private static void ProcessDropdown(GameObject gameObject, UIStyle buttonStyle, UIStyle windowStyle) {
ProcessSelectable(gameObject, buttonStyle);
var template = gameObject.transform.Find("Template").gameObject;
ProcessImage(template, windowStyle);
}
private static void ProcessText(TextMeshProUGUI text, TMP_FontAsset font, Color color, int size = -1) {
text.font = font;
text.color = color;
if (size > 0) text.fontSize = size;
}
}
}

@ -0,0 +1,19 @@
using UnityEngine;
namespace ConformalDecals.UI {
public class UITag : MonoBehaviour {
public enum UIType {
None,
Window,
Box,
Button,
ButtonToggle,
Slider,
Dropdown,
Label,
Header
}
[SerializeField] public UIType type = UIType.None;
}
}
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