SanAndreasUnity/Assets/Scripts/Behaviours/UIManager.cs
2020-05-31 19:09:48 +02:00

129 lines
3.7 KiB
C#

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