UnityExplorer/src/Core/Config/ConfigManager.cs
Sinai f280b45ed3 3.3.1
* Added a 'Default' button for config values to revert to the default value
* Added an internal config entry to save the window position between sessions
* Reordered the config settings in the menu so the important ones are at the top
* Adjusted the UI for config entries, should be a bit easier to read now.
* Adjusted the UI for Dictionaries, the keys and values now alternate background colors.
* A few other minor UI fixes and tweaks for 3.3.0
2021-03-31 01:42:32 +11:00

215 lines
7.6 KiB
C#

using System;
using System.Collections.Generic;
using System.Globalization;
using System.IO;
using System.Linq;
using System.Text;
using UnityEngine;
using UnityExplorer.UI.Main;
using UnityExplorer.UI.Main.Home;
namespace UnityExplorer.Core.Config
{
public static class ConfigManager
{
// Each Mod Loader has its own ConfigHandler.
// See the UnityExplorer.Loader namespace for the implementations.
public static ConfigHandler Handler { get; private set; }
public static ConfigElement<KeyCode> Main_Menu_Toggle;
public static ConfigElement<bool> Force_Unlock_Mouse;
public static ConfigElement<int> Default_Page_Limit;
public static ConfigElement<string> Default_Output_Path;
public static ConfigElement<bool> Log_Unity_Debug;
public static ConfigElement<bool> Hide_On_Startup;
public static ConfigElement<string> Last_Window_Anchors;
public static ConfigElement<string> Last_Window_Position;
public static ConfigElement<int> Last_Active_Tab;
public static ConfigElement<bool> Last_DebugConsole_State;
public static ConfigElement<bool> Last_SceneExplorer_State;
internal static readonly Dictionary<string, IConfigElement> ConfigElements = new Dictionary<string, IConfigElement>();
public static void Init(ConfigHandler configHandler)
{
Handler = configHandler;
Handler.Init();
CreateConfigElements();
Handler.LoadConfig();
SceneExplorer.OnToggleShow += SceneExplorer_OnToggleShow;
PanelDragger.OnFinishResize += PanelDragger_OnFinishResize;
PanelDragger.OnFinishDrag += PanelDragger_OnFinishDrag;
MainMenu.OnActiveTabChanged += MainMenu_OnActiveTabChanged;
DebugConsole.OnToggleShow += DebugConsole_OnToggleShow;
}
internal static void RegisterConfigElement<T>(ConfigElement<T> configElement)
{
Handler.RegisterConfigElement(configElement);
ConfigElements.Add(configElement.Name, configElement);
}
private static void CreateConfigElements()
{
Main_Menu_Toggle = new ConfigElement<KeyCode>("Main Menu Toggle",
"The UnityEngine.KeyCode to toggle the UnityExplorer Menu.",
KeyCode.F7);
Hide_On_Startup = new ConfigElement<bool>("Hide On Startup",
"Should UnityExplorer be hidden on startup?",
false);
Log_Unity_Debug = new ConfigElement<bool>("Log Unity Debug",
"Should UnityEngine.Debug.Log messages be printed to UnityExplorer's log?",
false);
Force_Unlock_Mouse = new ConfigElement<bool>("Force Unlock Mouse",
"Force the Cursor to be unlocked (visible) when the UnityExplorer menu is open.",
true);
Default_Page_Limit = new ConfigElement<int>("Default Page Limit",
"The default maximum number of elements per 'page' in UnityExplorer.",
25);
Default_Output_Path = new ConfigElement<string>("Default Output Path",
"The default output path when exporting things from UnityExplorer.",
Path.Combine(ExplorerCore.Loader.ExplorerFolder, "Output"));
// Internal configs
Last_Window_Anchors = new ConfigElement<string>("Last_Window_Anchors",
"For internal use, the last anchors of the UnityExplorer window.",
DEFAULT_WINDOW_ANCHORS,
true);
Last_Window_Position = new ConfigElement<string>("Last_Window_Position",
"For internal use, the last position of the UnityExplorer window.",
DEFAULT_WINDOW_POSITION,
true);
Last_Active_Tab = new ConfigElement<int>("Last_Active_Tab",
"For internal use, the last active tab index.",
0,
true);
Last_DebugConsole_State = new ConfigElement<bool>("Last_DebugConsole_State",
"For internal use, the collapsed state of the Debug Console.",
true,
true);
Last_SceneExplorer_State = new ConfigElement<bool>("Last_SceneExplorer_State",
"For internal use, the collapsed state of the Scene Explorer.",
true,
true);
}
// Internal config callback listeners
private static void PanelDragger_OnFinishResize(RectTransform rect)
{
Last_Window_Anchors.Value = rect.RectAnchorsToString();
}
private static void PanelDragger_OnFinishDrag(RectTransform rect)
{
Last_Window_Position.Value = rect.RectPositionToString();
}
private static void MainMenu_OnActiveTabChanged(int page)
{
Last_Active_Tab.Value = page;
}
private static void DebugConsole_OnToggleShow(bool showing)
{
Last_DebugConsole_State.Value = showing;
}
private static void SceneExplorer_OnToggleShow(bool showing)
{
Last_SceneExplorer_State.Value = showing;
}
// Window Anchors helpers
private const string DEFAULT_WINDOW_ANCHORS = "0.25,0.10,0.78,0.95";
private const string DEFAULT_WINDOW_POSITION = "0,0";
internal static CultureInfo _enCulture = new CultureInfo("en-US");
internal static string RectAnchorsToString(this RectTransform rect)
{
try
{
return string.Format(_enCulture, "{0},{1},{2},{3}", new object[]
{
rect.anchorMin.x,
rect.anchorMin.y,
rect.anchorMax.x,
rect.anchorMax.y
});
}
catch
{
return DEFAULT_WINDOW_ANCHORS;
}
}
internal static void SetAnchorsFromString(this RectTransform panel, string stringAnchors)
{
Vector4 anchors;
try
{
var split = stringAnchors.Split(',');
if (split.Length != 4)
throw new Exception();
anchors.x = float.Parse(split[0], _enCulture);
anchors.y = float.Parse(split[1], _enCulture);
anchors.z = float.Parse(split[2], _enCulture);
anchors.w = float.Parse(split[3], _enCulture);
}
catch
{
anchors = new Vector4(0.25f, 0.1f, 0.78f, 0.95f);
}
panel.anchorMin = new Vector2(anchors.x, anchors.y);
panel.anchorMax = new Vector2(anchors.z, anchors.w);
}
internal static string RectPositionToString(this RectTransform rect)
{
return string.Format(_enCulture, "{0},{1}", new object[]
{
rect.localPosition.x, rect.localPosition.y
});
}
internal static void SetPositionFromString(this RectTransform rect, string stringPosition)
{
try
{
var split = stringPosition.Split(',');
if (split.Length != 2)
throw new Exception();
Vector3 vector = rect.localPosition;
vector.x = float.Parse(split[0], _enCulture);
vector.y = float.Parse(split[1], _enCulture);
rect.localPosition = vector;
}
catch //(Exception ex)
{
//ExplorerCore.LogWarning("Exception setting window position: " + ex);
}
}
}
}