SHA256
272 lines
11 KiB
C#
272 lines
11 KiB
C#
using System;
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using System.Collections.Generic;
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using MelonLoader;
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using O5Kit.Core;
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using O5Kit.Factory;
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using TMPro;
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using UnityEngine;
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using UnityEngine.UI;
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using UnityEngine.UIElements;
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using Image = UnityEngine.UI.Image;
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namespace ADOFAIRenderer.UI;
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/// <summary>
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/// Description of one button of a <see cref="CommonWarningDialogUI"/> dialog: label, click action and optional color.
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/// </summary>
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internal class DialogButton
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{
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// ReSharper disable FieldCanBeMadeReadOnly.Global
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/// <summary>Button label, shown as given (callers pass already localized text).</summary>
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public string Text;
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/// <summary>
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/// Action run on the main Unity thread when the button is clicked. The dialog is destroyed after the action
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/// returns, also when the action throws (the exception is logged).
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/// </summary>
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public Action OnClick;
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/// <summary>Normal (idle) background color of the button; <c>null</c> keeps the O5Kit theme button color.</summary>
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public Color? BackgroundColor;
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// ReSharper restore FieldCanBeMadeReadOnly.Global
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/// <summary>Creates a button description.</summary>
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/// <param name="text">Button label.</param>
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/// <param name="onClick">Action run on click, before the dialog closes.</param>
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/// <param name="backgroundColor">Optional normal background color; <c>null</c> uses the theme color.</param>
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public DialogButton(string text, Action onClick, Color? backgroundColor = null)
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{
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Text = text;
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OnClick = onClick;
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BackgroundColor = backgroundColor;
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}
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}
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/// <summary>
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/// Modal message dialog with a title, a description and one or more buttons.
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/// <para>
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/// Each <see cref="ShowDialog"/> call creates its own GameObject (kept across scene loads) with a screen-space overlay
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/// canvas: a translucent full-screen backdrop that blocks input to everything below, and an O5Kit window on top of it.
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/// While the dialog exists, every enabled UI Toolkit root (<see cref="UIDocument"/>) is disabled so that it cannot
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/// receive input; the roots are enabled again in <see cref="OnDestroy"/>. Clicking any button runs its action and then
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/// destroys the dialog. All members run on the main Unity thread.
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/// </para>
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/// </summary>
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internal class CommonWarningDialogUI : MonoBehaviour
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{
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/// <summary>
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/// The most recently created dialog, or <c>null</c> when that dialog has been destroyed.
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/// <c>FirstUpdateHook</c> checks it to wait until a startup dialog is closed.
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/// If several dialogs are open at once, this refers to the newest one only.
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/// </summary>
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public static CommonWarningDialogUI? Instance { get; private set; }
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/// <summary>UI Toolkit root elements disabled by this dialog, enabled again when the dialog is destroyed.</summary>
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private readonly List<VisualElement> _disabledElements = new();
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/// <summary>O5Kit window holding the title, description and buttons; disposed in <see cref="OnDestroy"/>.</summary>
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private O5Window? _window;
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private void Awake()
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{
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Instance = this;
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}
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/// <summary>
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/// Disposes the window, enables the UI Toolkit roots disabled in <see cref="Initialize"/> and clears
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/// <see cref="Instance"/> if it still refers to this dialog.
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/// </summary>
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private void OnDestroy()
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{
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_window?.Dispose();
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_window = null;
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foreach (var elem in _disabledElements)
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{
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if (elem != null)
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{
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elem.SetEnabled(true);
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}
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}
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_disabledElements.Clear();
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if (Instance == this)
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{
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Instance = null;
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}
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}
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/// <summary>
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/// Creates and shows a new dialog. Must be called on the main Unity thread.
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/// </summary>
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/// <param name="title">Window title text.</param>
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/// <param name="description">Body text, centered and word-wrapped; TextMeshPro rich text tags are allowed.</param>
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/// <param name="buttons">
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/// Buttons laid out left to right with equal widths. With no buttons nothing is shown, because the dialog
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/// has no close button and could not be dismissed.
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/// </param>
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public static void ShowDialog(string title, string description, params DialogButton[] buttons)
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{
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if (buttons.Length == 0) return;
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var obj = new GameObject("CommonWarningDialogUI");
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DontDestroyOnLoad(obj);
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var dialog = obj.AddComponent<CommonWarningDialogUI>();
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dialog.Initialize(title, description, buttons);
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}
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/// <summary>
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/// Builds the canvas, backdrop, window and contents. Layout sizes are in canvas units at the 1920x1080 reference
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/// resolution of the <see cref="CanvasScaler"/>.
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/// </summary>
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private void Initialize(string title, string description, DialogButton[] buttons)
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{
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// uGUI buttons need an EventSystem to receive clicks. When the current scene has none, a child EventSystem
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// is created; it is destroyed together with the dialog.
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if (!UnityEngine.EventSystems.EventSystem.current)
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{
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var eventSystemObj = new GameObject("EventSystem");
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eventSystemObj.transform.SetParent(transform);
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eventSystemObj.AddComponent<UnityEngine.EventSystems.EventSystem>();
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eventSystemObj.AddComponent<UnityEngine.EventSystems.StandaloneInputModule>();
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}
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// Disable every enabled UI Toolkit root so that it ignores input while the dialog is open.
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// Roots that are already disabled are left alone and are not re-enabled in OnDestroy.
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foreach (var doc in FindObjectsByType<UIDocument>(FindObjectsSortMode.None))
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{
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if (doc && doc.rootVisualElement is { enabledSelf: true })
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{
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doc.rootVisualElement.SetEnabled(false);
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_disabledElements.Add(doc.rootVisualElement);
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}
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}
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// Set UI layer (5, Unity's built-in "UI" layer)
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gameObject.layer = 5;
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// Canvas setup.
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// Sorting order 32766 draws the dialog above the RendererUIManager window canvas (32000), the render overlays
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// (DebugMonitorUI 9999, EscapeHandlerUI 10000) and below FFmpegDownloadUI (32767, the largest sorting order).
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var canvas = gameObject.AddComponent<Canvas>();
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canvas.renderMode = RenderMode.ScreenSpaceOverlay;
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canvas.sortingOrder = 32766;
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// Scale with screen size against a 1920x1080 reference; match 0.5 blends width and height scaling equally.
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var scaler = gameObject.AddComponent<CanvasScaler>();
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scaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
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scaler.referenceResolution = new Vector2(1920, 1080);
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scaler.screenMatchMode = CanvasScaler.ScreenMatchMode.MatchWidthOrHeight;
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scaler.matchWidthOrHeight = 0.5f;
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gameObject.AddComponent<GraphicRaycaster>();
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var ctx = RendererUIManager.Context;
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// 1. Create full screen backdrop (scrim) to block background input.
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// Black at 65% opacity, stretched over the whole canvas; raycastTarget makes it swallow clicks.
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var bgPanelObj = new GameObject("Backdrop");
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bgPanelObj.transform.SetParent(transform, false);
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bgPanelObj.layer = 5;
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var bgImage = bgPanelObj.AddComponent<Image>();
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bgImage.color = new Color(0f, 0f, 0f, 0.65f);
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bgImage.raycastTarget = true;
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var bgRect = bgPanelObj.GetComponent<RectTransform>();
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bgRect.anchorMin = Vector2.zero;
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bgRect.anchorMax = Vector2.one;
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bgRect.offsetMin = Vector2.zero;
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bgRect.offsetMax = Vector2.zero;
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// 2. Create the O5Kit window as a child of the backdrop: 540x240 units, draggable, fixed size,
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// no close button (the dialog closes only through its buttons), 16-unit inner padding.
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_window = O5Window.Create(ctx, bgPanelObj.transform, new O5WindowOptions
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{
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Id = "RendererMod_WarningDialog",
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Title = title,
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Size = new Vector2(540, 240),
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Draggable = true,
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Resizable = false,
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ShowCloseButton = false,
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ShowOutline = true,
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Padding = new RectOffset(16, 16, 16, 16)
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});
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// 3. Build content inside window.Content: a vertical stack of the description (takes the remaining height)
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// and the button row (40 units high), 16 units apart.
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var content = _window.Content;
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var vLayout = content.gameObject.AddComponent<VerticalLayoutGroup>();
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vLayout.spacing = 16f;
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vLayout.padding = new RectOffset(16, 16, 12, 12);
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vLayout.childControlWidth = true;
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vLayout.childControlHeight = true;
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vLayout.childForceExpandWidth = true;
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vLayout.childForceExpandHeight = false;
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// Description text: 18 pt, centered, word-wrapped, light gray (88% white)
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var descText = O5Factory.ControlText(ctx, content, 18f, noPad: true);
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descText.text = description;
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descText.alignment = TextAlignmentOptions.Center;
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descText.textWrappingMode = TextWrappingModes.Normal;
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descText.lineSpacing = 6;
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descText.color = new Color(0.88f, 0.88f, 0.88f, 1f);
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// ReSharper disable once InconsistentNaming
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var descLE = descText.gameObject.AddComponent<LayoutElement>();
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descLE.flexibleWidth = 1f;
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descLE.flexibleHeight = 1f;
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// Button action row: buttons share the row width equally, 10 units apart
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var btnRowObj = new GameObject("ButtonRow");
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btnRowObj.transform.SetParent(content, false);
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var btnRowRect = btnRowObj.AddComponent<RectTransform>();
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var btnRowLE = btnRowObj.AddComponent<LayoutElement>();
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btnRowLE.preferredHeight = 40f;
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btnRowLE.flexibleWidth = 1f;
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var hLayout = btnRowObj.AddComponent<HorizontalLayoutGroup>();
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hLayout.spacing = 10f;
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hLayout.childAlignment = TextAnchor.MiddleCenter;
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hLayout.childControlWidth = true;
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hLayout.childControlHeight = true;
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hLayout.childForceExpandWidth = true;
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hLayout.childForceExpandHeight = true;
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for (var i = 0; i < buttons.Length; i++)
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{
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var btnData = buttons[i];
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// The click handler runs the caller's action, logs any exception from it, and always destroys the dialog.
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var btn = O5Factory.Button(
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ctx: ctx,
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parent: btnRowRect,
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onClick: () =>
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{
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try
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{
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btnData.OnClick();
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}
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catch (Exception ex)
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{
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Melon<RenderMod>.Logger.Error($"Dialog Button Click Event Error: {ex}");
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}
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Destroy(gameObject);
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},
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text: btnData.Text,
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id: $"btn_dialog_{i}",
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height: 40f
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);
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if (btnData.BackgroundColor.HasValue)
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{
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btn.NormalColor = btnData.BackgroundColor.Value;
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btn.UpdateVisual();
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}
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var le = btn.Rect.gameObject.AddComponent<LayoutElement>();
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le.flexibleWidth = 1f;
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le.preferredHeight = 40f;
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}
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}
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} |