mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-11-26 05:50:18 +00:00
131 lines
3.8 KiB
C#
131 lines
3.8 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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using SanAndreasUnity.Utilities;
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namespace SanAndreasUnity.Behaviours
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{
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public class UIManager : StartupSingleton<UIManager>
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{
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public static UIManager Instance => Singleton;
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bool m_useTouchInput = false;
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public bool UseTouchInput
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{
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get => m_useTouchInput;
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set
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{
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m_useTouchInput = value;
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var ci = CustomInput.Instance;
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if (null == ci) // this can happen when calling from Awake()
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ci = FindObjectOfType<CustomInput>();
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ci.IsActive = m_useTouchInput;
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}
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}
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bool m_isFirstOnGUI = true;
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bool m_shouldChangeFontSize = false;
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int m_imguiFontSize = 0;
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public int ImguiFontSize { get => m_imguiFontSize; set { m_imguiFontSize = value; m_shouldChangeFontSize = true; } }
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[SerializeField] int m_defaultFontSizeOnMobile = 16;
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[SerializeField] int m_referenceScreenHeightForFontSize = 720;
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[SerializeField] int m_maxFontSize = 23;
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[SerializeField] bool m_changeFontSizeInEditor = false;
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[SerializeField] float m_scrollbarSizeMultiplierOnMobile = 2f;
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[SerializeField] bool m_changeScrollbarSizeInEditor = false;
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public static event System.Action onGUI = delegate {};
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// note: UIManager's OnGUI() should execute before other OnGUI()s, because other scripts may try to create their own
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// style from existing styles
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protected override void OnSingletonAwake()
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{
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// enable touch input by default on mobile platforms
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if (Application.isMobilePlatform)
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{
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this.UseTouchInput = true;
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}
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// set default font size on mobile platforms
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if (Application.isMobilePlatform || (m_changeFontSizeInEditor && Application.isEditor))
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{
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int fontSize = Mathf.RoundToInt( m_defaultFontSizeOnMobile / (float) m_referenceScreenHeightForFontSize * Screen.height );
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if (fontSize > m_maxFontSize)
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fontSize = m_maxFontSize;
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this.ImguiFontSize = fontSize;
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}
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}
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void OnGUI()
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{
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if (m_isFirstOnGUI)
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{
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m_isFirstOnGUI = false;
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this.SetupGui();
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}
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if (m_shouldChangeFontSize)
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{
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m_shouldChangeFontSize = false;
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SetStylesFontSize(m_imguiFontSize);
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}
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onGUI();
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}
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void SetupGui()
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{
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if (Application.isMobilePlatform || (m_changeScrollbarSizeInEditor && Application.isEditor))
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{
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var skin = GUI.skin;
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// make scrollbars & sliders wider
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var styles = new GUIStyle[]{skin.horizontalScrollbar, skin.horizontalScrollbarLeftButton, skin.horizontalScrollbarRightButton, skin.horizontalScrollbarThumb,
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skin.horizontalSlider, skin.horizontalSliderThumb};
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foreach (var style in styles)
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{
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//Debug.LogFormat("style: {0}, height: {1}", style.name, style.fixedHeight);
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style.fixedHeight *= m_scrollbarSizeMultiplierOnMobile;
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}
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styles = new GUIStyle[]{skin.verticalScrollbar, skin.verticalScrollbarDownButton, skin.verticalScrollbarThumb, skin.verticalScrollbarUpButton,
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skin.verticalSlider, skin.verticalSliderThumb};
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foreach (var style in styles)
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{
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//Debug.LogFormat("style: {0}, width: {1}", style.name, style.fixedWidth);
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style.fixedWidth *= m_scrollbarSizeMultiplierOnMobile;
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}
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}
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}
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static void SetStylesFontSize(int newFontSize)
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{
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// change font size for styles
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var skin = GUI.skin;
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var styles = new GUIStyle[]{skin.button, skin.label, skin.textArea, skin.textField, skin.toggle, skin.window, skin.box};
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foreach (var style in styles)
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{
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//Debug.LogFormat("style: {0}, font size: {1}", style.name, style.fontSize);
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style.fontSize = newFontSize;
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}
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}
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}
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}
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