mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-11-15 08:47:13 +00:00
410 lines
9 KiB
C#
410 lines
9 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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using System.Linq;
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using SanAndreasUnity.Utilities;
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namespace SanAndreasUnity.UI {
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public class OptionsWindow : PauseMenuWindow {
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/// <summary>
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/// Subscribe to this event to draw gui inside options window.
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/// </summary>
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public static event System.Action onGUI = delegate {};
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public enum InputPersistType
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{
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None,
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OnStart,
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AfterLoaderFinishes
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}
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public abstract class Input
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{
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public string description = "";
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public InputPersistType persistType = InputPersistType.None;
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public string category = "";
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public abstract void Load ();
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public abstract void Save ();
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public abstract void Display ();
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}
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public abstract class Input<T> : Input
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{
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public System.Func<T> getValue = () => default(T);
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public System.Action<T> setValue = (val) => {};
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public System.Func<bool> isAvailable = () => true;
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public Input ()
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{
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}
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public Input (string description)
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{
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this.description = description;
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}
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public override void Display ()
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{
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if (!this.isAvailable ())
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return;
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var oldValue = this.getValue ();
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var newValue = this.Display (oldValue);
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if (!newValue.Equals( oldValue ))
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{
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this.setValue (newValue);
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}
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}
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public abstract T Display (T currentValue);
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public override void Load () {
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if (!this.isAvailable ())
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return;
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if (!PlayerPrefs.HasKey (this.description))
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return;
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string str = PlayerPrefs.GetString (this.description, null);
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if (str != null)
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{
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this.setValue (this.Load (str));
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}
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}
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public abstract T Load (string str);
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public override void Save () {
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if (!this.isAvailable ())
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return;
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string str = this.SaveAsString (this.getValue ());
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if (str != null)
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PlayerPrefs.SetString (this.description, str);
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}
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public virtual string SaveAsString (T value) {
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return value.ToString ();
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}
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}
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public class IntInput : Input<int>
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{
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public int minValue;
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public int maxValue;
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public IntInput () { }
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public IntInput (string description, int minValue, int maxValue) : base (description)
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{
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this.minValue = minValue;
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this.maxValue = maxValue;
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}
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public override int Display (int currentValue)
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{
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return Mathf.RoundToInt( OptionsWindow.FloatSlider (currentValue, this.minValue, this.maxValue, this.description) );
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}
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public override int Load (string str)
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{
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int value = int.Parse (str, System.Globalization.CultureInfo.InvariantCulture);
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value = Mathf.Clamp(value, this.minValue, this.maxValue);
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return value;
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}
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}
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public class FloatInput : Input<float>
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{
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public float minValue;
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public float maxValue;
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public FloatInput () { }
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public FloatInput (string description, float minValue, float maxValue) : base (description)
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{
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this.minValue = minValue;
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this.maxValue = maxValue;
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}
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public override float Display (float currentValue)
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{
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return OptionsWindow.FloatSlider (currentValue, this.minValue, this.maxValue, this.description);
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}
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public override float Load (string str)
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{
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float value = float.Parse (str, System.Globalization.CultureInfo.InvariantCulture);
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value = Mathf.Clamp(value, this.minValue, this.maxValue);
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return value;
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}
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}
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public class BoolInput : Input<bool>
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{
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public BoolInput () { }
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public BoolInput (string description) : base (description)
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{
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}
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public override bool Display (bool currentValue)
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{
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return GUILayout.Toggle (currentValue, this.description);
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}
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public override bool Load (string str)
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{
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return bool.Parse (str);
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}
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}
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public class EnumInput<T> : Input<T> where T : struct
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{
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public override T Display (T currentValue)
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{
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return OptionsWindow.Enum (currentValue, this.description);
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}
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public override T Load (string str)
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{
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return (T) System.Enum.Parse (typeof(T), str);
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}
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}
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public class MultipleOptionsInput<T> : Input<T>
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{
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public T[] Options { get; set; }
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public override T Display (T currentValue)
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{
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return OptionsWindow.MultipleOptions (currentValue, this.description, this.Options);
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}
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public override T Load (string str)
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{
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int index = this.Options.FindIndex (t => this.SaveAsString (t) == str);
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if (index < 0)
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throw new System.ArgumentException (
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string.Format ("Error loading multiple options of type {0} - specified option '{1}' was not found",
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typeof(T), str));
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return this.Options [index];
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}
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}
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private static List<OptionsWindow.Input> s_registeredInputs = new List<OptionsWindow.Input> ();
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private static int s_currentTabIndex = 0;
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private static string[] s_categories;
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OptionsWindow() {
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// set default parameters
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this.windowName = "Options";
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this.useScrollView = true;
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}
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void Start () {
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this.RegisterButtonInPauseMenu ();
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// adjust rect
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float windowWidth = Mathf.Max (Screen.width * 0.7f, 600);
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float windowHeight = windowWidth * 9f / 16f;
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this.windowRect = Utilities.GUIUtils.GetCenteredRect (new Vector2 (windowWidth, windowHeight));
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LoadSettings (InputPersistType.OnStart);
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}
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void OnLoaderFinished ()
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{
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LoadSettings (InputPersistType.AfterLoaderFinishes);
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}
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protected override void OnWindowStart()
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{
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base.OnWindowStart();
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m_scrollViewStyle = GUI.skin.box;
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}
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protected override void OnWindowGUIBeforeContent ()
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{
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s_categories = s_registeredInputs.Select (i => i.category).Distinct ().ToArray ();
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if (s_categories.Length > 0)
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{
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s_currentTabIndex = GUIUtils.TabsControl (s_currentTabIndex, s_categories);
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GUILayout.Space (20);
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}
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}
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protected override void OnWindowGUI ()
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{
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// draw inputs
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if (s_categories.Length > 0)
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{
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foreach (var input in s_registeredInputs.Where( i => i.category == s_categories[s_currentTabIndex] ))
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{
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input.Display ();
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}
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}
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/*
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var groupings = s_registeredInputs.GroupBy (i => i.category);
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foreach (var grouping in groupings)
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{
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GUILayout.Label ("\n" + grouping.Key + "\n");
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foreach (var input in grouping)
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{
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input.Display ();
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}
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}
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*/
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onGUI ();
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}
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protected override void OnWindowGUIAfterContent ()
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{
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GUILayout.BeginHorizontal ();
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GUILayout.FlexibleSpace ();
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// display Save button
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if (Utilities.GUIUtils.ButtonWithCalculatedSize ("Save"))
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SaveSettings ();
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GUILayout.Space (5);
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// display Load button
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if (Utilities.GUIUtils.ButtonWithCalculatedSize ("Load"))
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LoadSettings ();
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GUILayout.EndHorizontal ();
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GUILayout.Space (5);
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}
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/// <summary>
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/// Displays float slider with description.
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/// </summary>
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public static void FloatSlider(ref float value, float min, float max, string description) {
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GUILayout.Label(description + " : " + value);
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value = GUILayout.HorizontalSlider( value, min, max );
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}
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/// <summary>
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/// Displays float slider with description.
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/// </summary>
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public static float FloatSlider(float value, float min, float max, string description) {
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GUILayout.Label(description + " : " + value);
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float newValue = GUILayout.HorizontalSlider( value, min, max );
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return newValue;
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}
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public static T MultipleOptions<T>( T currentValue, string description, params T[] allValues ) {
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GUILayout.Label (description + " : " + currentValue.ToString ());
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GUILayout.BeginHorizontal ();
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T newValue = currentValue;
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foreach (var v in allValues) {
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if (GUILayout.Button (v.ToString ())) {
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newValue = v;
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}
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GUILayout.Space (5);
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}
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GUILayout.EndHorizontal ();
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return newValue;
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}
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public static T Enum<T>( T currentValue, string description ) where T : struct {
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var values = System.Enum.GetValues (typeof(T));
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var newValue = MultipleOptions (currentValue, description, values.Cast<T> ().ToArray ());
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return newValue;
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}
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public static void DisplayInput<T>( Input<T> input )
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{
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input.Display ();
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}
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public static void RegisterInput (Input input)
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{
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s_registeredInputs.AddIfNotPresent ( input );
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}
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public static void RegisterInputs (string category, params Input[] inputs)
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{
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foreach (var input in inputs)
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{
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input.category = category;
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RegisterInput (input);
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}
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}
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public static void LoadSettings (InputPersistType persistType)
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{
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var inputs = s_registeredInputs.Where (input => input.persistType == persistType).ToArray ();
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Debug.Log ("The following inputs will be loaded: " + string.Join(", ", inputs.Select( i => i.description )));
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foreach (var input in inputs)
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{
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F.RunExceptionSafe (() => input.Load ());
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}
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}
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public static void LoadSettings ()
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{
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LoadSettings (InputPersistType.OnStart);
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if (Behaviours.Loader.HasLoaded)
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LoadSettings (InputPersistType.AfterLoaderFinishes);
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}
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public static void SaveSettings ()
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{
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var inputs = s_registeredInputs.Where (input => input.persistType != InputPersistType.None).ToArray ();
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Debug.Log ("The following inputs will be saved: " + string.Join(", ", inputs.Select( i => i.description )));
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foreach (var input in inputs)
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{
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F.RunExceptionSafe (() => input.Save ());
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}
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PlayerPrefs.Save ();
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}
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}
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}
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