UnityExplorer/src/UI/UIManager.cs

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C#
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2020-11-05 17:33:04 +11:00
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
2020-11-05 17:33:04 +11:00
using UnityExplorer.Inspectors;
namespace UnityExplorer.UI
{
public static class UIManager
{
public static GameObject CanvasRoot { get; private set; }
public static EventSystem EventSys { get; private set; }
public static StandaloneInputModule InputModule { get; private set; }
public static void Init()
{
// Create core UI Canvas and Event System handler
CreateRootCanvas();
// Create submodules
new MainMenu();
MouseInspector.ConstructUI();
// Force refresh of anchors
Canvas.ForceUpdateCanvases();
CanvasRoot.SetActive(false);
CanvasRoot.SetActive(true);
}
public static void SetEventSystem()
{
EventSystem.current = EventSys;
InputModule.ActivateModule();
}
private static GameObject CreateRootCanvas()
{
GameObject rootObj = new GameObject("ExplorerCanvas");
UnityEngine.Object.DontDestroyOnLoad(rootObj);
rootObj.layer = 5;
CanvasRoot = rootObj;
CanvasRoot.transform.position = new Vector3(0f, 0f, 1f);
EventSys = rootObj.AddComponent<EventSystem>();
InputModule = rootObj.AddComponent<StandaloneInputModule>();
InputModule.ActivateModule();
Canvas canvas = rootObj.AddComponent<Canvas>();
canvas.renderMode = RenderMode.ScreenSpaceCamera;
canvas.referencePixelsPerUnit = 100;
canvas.sortingOrder = 999;
canvas.pixelPerfect = false;
CanvasScaler scaler = rootObj.AddComponent<CanvasScaler>();
scaler.referenceResolution = new Vector2(1920, 1080);
scaler.screenMatchMode = CanvasScaler.ScreenMatchMode.Expand;
rootObj.AddComponent<GraphicRaycaster>();
return rootObj;
}
public static void Update()
{
MainMenu.Instance?.Update();
if (EventSys && InputModule)
{
if (EventSystem.current != EventSys)
{
ForceUnlockCursor.SetEventSystem();
//ForceUnlockCursor.Unlock = true;
}
// Fix for games which override the InputModule pointer events (eg, VRChat)
#if CPP
if (InputModule.m_InputPointerEvent != null)
{
PointerEventData evt = InputModule.m_InputPointerEvent;
if (!evt.eligibleForClick && evt.selectedObject)
{
evt.eligibleForClick = true;
}
}
#endif
}
if (PanelDragger.Instance != null)
{
PanelDragger.Instance.Update();
}
foreach (var slider in SliderScrollbar.Instances)
{
if (slider.m_slider.gameObject.activeInHierarchy)
{
slider.Update();
}
}
}
public static void OnSceneChange()
{
// todo
SceneExplorer.Instance?.OnSceneChange();
}
public static Sprite CreateSprite(Texture2D tex, Rect size = default)
{
#if CPP
Vector2 pivot = Vector2.zero;
Vector4 border = Vector4.zero;
if (size == default)
{
size = new Rect(0, 0, tex.width, tex.height);
}
return Sprite.CreateSprite_Injected(tex, ref size, ref pivot, 100f, 0u, SpriteMeshType.Tight, ref border, false);
#else
return Sprite.Create(tex, size, Vector2.zero);
#endif
}
public static Texture2D MakeSolidTexture(Color color, int width, int height)
{
Color[] pixels = new Color[width * height];
for (int i = 0; i < pixels.Length; i++)
{
pixels[i] = color;
}
Texture2D tex = new Texture2D(width, height);
tex.SetPixels(pixels);
tex.Apply();
return tex;
}
}
}