1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 | // // ToolbarWrapper.cs // // Author: // toadicus <> // // Copyright (c) 2013 toadicus // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program. If not, see <http://www.gnu.org/licenses/>. using System; using System.Linq; using System.Reflection; using UnityEngine; namespace VOID { /// <summary> /// Wraps a Toolbar clickable button, after fetching it from a foreign assembly. /// </summary> internal class ToolbarButtonWrapper { protected static System.Type ToolbarManager; protected static object TBManagerInstance; protected static MethodInfo TBManagerAdd; /// <summary> /// Wraps the ToolbarManager class, if present. /// </summary> /// <returns><c>true</c>, if ToolbarManager is wrapped, <c>false</c> otherwise.</returns> protected static bool TryWrapToolbarManager() { if (ToolbarManager == null) { Tools.PostDebugMessage(string.Format( "{0}: Loading ToolbarManager.", "ToolbarButtonWrapper" )); ToolbarManager = AssemblyLoader.loadedAssemblies .Select(a => a.assembly.GetExportedTypes()) .SelectMany(t => t) .FirstOrDefault(t => t.FullName == "Toolbar.ToolbarManager"); Tools.PostDebugMessage(string.Format( "{0}: Loaded ToolbarManager. Getting Instance.", "ToolbarButtonWrapper" )); if (ToolbarManager == null) { return false; } TBManagerInstance = ToolbarManager.GetProperty( "Instance", System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.Static ) .GetValue(null, null); Tools.PostDebugMessage(string.Format( "{0}: Got ToolbarManager Instance '{1}'. Getting 'add' method.", "ToolbarButtonWrapper", TBManagerInstance )); TBManagerAdd = ToolbarManager.GetMethod("add"); Tools.PostDebugMessage(string.Format( "{0}: Got ToolbarManager Instance 'add' method. Loading IButton.", "ToolbarButtonWrapper" )); } return true; } /// <summary> /// Gets a value indicating whether <see cref="Toolbar.ToolbarManager"/> is present. /// </summary> /// <value><c>true</c>, if ToolbarManager is wrapped, <c>false</c> otherwise.</value> public static bool ToolbarManagerPresent { get { return TryWrapToolbarManager(); } } /// <summary> /// If ToolbarManager is present, initializes a new instance of the <see cref="VOID.ToolbarButtonWrapper"/> class. /// </summary> /// <param name="ns">Namespace, usually the plugin name.</param> /// <param name="id">Identifier, unique per namespace.</param> /// <returns>If ToolbarManager is present, a new <see cref="Toolbar.IButton"/> object, <c>null</c> otherwise.</returns> public static ToolbarButtonWrapper TryWrapToolbarButton(string ns, string id) { if (ToolbarManagerPresent) { object button = TBManagerAdd.Invoke(TBManagerInstance, new object[] { ns, id }); Tools.PostDebugMessage(string.Format( "{0}: Added Button '{1}' with ToolbarManager. Getting 'Text' property", "ToolbarButtonWrapper", button.ToString() )); return new ToolbarButtonWrapper(button); } else { return null; } } protected System.Type IButton; protected object Button; protected PropertyInfo ButtonText; protected PropertyInfo ButtonTextColor; protected PropertyInfo ButtonTexturePath; protected PropertyInfo ButtonToolTip; protected PropertyInfo ButtonVisible; protected PropertyInfo ButtonVisibility; protected PropertyInfo ButtonEffectivelyVisible; protected PropertyInfo ButtonEnalbed; protected PropertyInfo ButtonImportant; protected EventInfo ButtonOnClick; protected EventInfo ButtonOnMouseEnter; protected EventInfo ButtonOnMouseLeave; protected MethodInfo ButtonDestroy; protected System.Type GameScenesVisibilityType; /// <summary> /// The text displayed on the button. Set to null to hide text. /// </summary> /// <remarks> /// The text can be changed at any time to modify the button's appearance. Note that since this will also /// modify the button's size, this feature should be used sparingly, if at all. /// </remarks> /// <seealso cref="TexturePath"/> public string Text { get { return this.ButtonText.GetValue(this.Button, null) as String; } set { this.ButtonText.SetValue(this.Button, value, null); } } /// <summary> /// The color the button text is displayed with. Defaults to Color.white. /// </summary> /// <remarks> /// The text color can be changed at any time to modify the button's appearance. /// </remarks> public Color TextColor { get { return (Color)this.ButtonTextColor.GetValue(this.Button, null); } set { this.ButtonTextColor.SetValue(this.Button, value, null); } } /// <summary> /// The path of a texture file to display an icon on the button. Set to null to hide icon. /// </summary> /// <remarks> /// <para> /// A texture path on a button will have precedence over text. That is, if both text and texture path /// have been set on a button, the button will show the texture, not the text. /// </para> /// <para> /// The texture size must not exceed 24x24 pixels. /// </para> /// <para> /// The texture path must be relative to the "GameData" directory, and must not specify a file name suffix. /// Valid example: MyAddon/Textures/icon_mybutton /// </para> /// <para> /// The texture path can be changed at any time to modify the button's appearance. /// </para> /// </remarks> /// <seealso cref="Text"/> public string TexturePath { get { return this.ButtonTexturePath.GetValue(this.Button, null) as string; } set { this.ButtonTexturePath.SetValue(this.Button, value, null); } } /// <summary> /// The button's tool tip text. Set to null if no tool tip is desired. /// </summary> /// <remarks> /// Tool Tip Text Should Always Use Headline Style Like This. /// </remarks> public string ToolTip { get { return this.ButtonToolTip.GetValue(this.Button, null) as string; } set { this.ButtonToolTip.SetValue(this.Button, value, null); } } /// <summary> /// Whether this button is currently visible or not. Can be used in addition to or as a replacement for <see cref="Visibility"/>. /// </summary> public bool Visible { get { return (bool)this.ButtonVisible.GetValue(this.Button, null); } set { this.ButtonVisible.SetValue(this.Button, value, null); } } /// <summary> /// Whether this button is currently effectively visible or not. This is a combination of /// <see cref="Visible"/> and <see cref="Visibility"/>. /// </summary> /// <remarks> /// Note that the toolbar is not visible in certain game scenes, for example the loading screens. This property /// does not reflect button invisibility in those scenes. /// </remarks> public bool EffectivelyVisible { get { return (bool)this.ButtonEffectivelyVisible.GetValue(this.Button, null); } } /// <summary> /// Whether this button is currently enabled (clickable) or not. This will not affect the player's ability to /// position the button on their screen. /// </summary> public bool Enabled { get { return (bool)this.ButtonEnalbed.GetValue(this.Button, null); } set { this.ButtonEnalbed.SetValue(this.Button, value, null); } } /// <summary> /// Whether this button is currently "important." Set to false to return to normal button behaviour. /// </summary> /// <remarks> /// <para> /// This can be used to temporarily force the button to be shown on the screen regardless of the toolbar being /// currently in auto-hidden mode. For example, a button that signals the arrival of a private message in a /// chat room could mark itself as "important" as long as the message has not been read. /// </para> /// <para> /// Setting this property does not change the appearance of the button. use <see cref="TexturePath"/> to /// change the button's icon. /// </para> /// <para> /// This feature should be used only sparingly, if at all, since it forces the button to be displayed on screen /// even when it normally wouldn't. /// </para> /// </remarks> /// <value><c>true</c> if important; otherwise, <c>false</c>.</value> public bool Important { get { return (bool)this.ButtonImportant.GetValue(this.Button, null); } set { this.ButtonImportant.SetValue(this.Button, value, null); } } private ToolbarButtonWrapper() { } /// <summary> /// Initializes a new instance of the <see cref="VOID.ToolbarButtonWrapper"/> class. /// </summary> /// <param name="ns">Namespace, usually the plugin name.</param> /// <param name="id">Identifier, unique per namespace.</param> protected ToolbarButtonWrapper(object button) { this.Button = button; this.IButton = AssemblyLoader.loadedAssemblies .Select(a => a.assembly.GetExportedTypes()) .SelectMany(t => t) .FirstOrDefault(t => t.FullName == "Toolbar.IButton"); Tools.PostDebugMessage(string.Format( "{0}: Loaded IButton. Adding Button with ToolbarManager.", this.GetType().Name )); this.ButtonText = this.IButton.GetProperty("Text"); Tools.PostDebugMessage(string.Format( "{0}: Got 'Text' property. Getting 'TextColor' property.", this.GetType().Name )); this.ButtonTextColor = this.IButton.GetProperty("TextColor"); Tools.PostDebugMessage(string.Format( "{0}: Got 'TextColor' property. Getting 'TexturePath' property.", this.GetType().Name )); this.ButtonTexturePath = this.IButton.GetProperty("TexturePath"); Tools.PostDebugMessage(string.Format( "{0}: Got 'TexturePath' property. Getting 'ToolTip' property.", this.GetType().Name )); this.ButtonToolTip = this.IButton.GetProperty("ToolTip"); Tools.PostDebugMessage(string.Format( "{0}: Got 'ToolTip' property. Getting 'Visible' property.", this.GetType().Name )); this.ButtonVisible = this.IButton.GetProperty("Visible"); Tools.PostDebugMessage(string.Format( "{0}: Got 'Visible' property. Getting 'Visibility' property.", this.GetType().Name )); this.ButtonVisibility = this.IButton.GetProperty("Visibility"); Tools.PostDebugMessage(string.Format( "{0}: Got 'Visibility' property. Getting 'EffectivelyVisible' property.", this.GetType().Name )); this.ButtonEffectivelyVisible = this.IButton.GetProperty("EffectivelyVisible"); Tools.PostDebugMessage(string.Format( "{0}: Got 'Visibility' property. Getting 'Enabled' property.", this.GetType().Name )); this.ButtonEnalbed = this.IButton.GetProperty("Enabled"); Tools.PostDebugMessage(string.Format( "{0}: Got 'Enabled' property. Getting 'OnClick' event.", this.GetType().Name )); this.ButtonImportant = this.IButton.GetProperty("Important"); Tools.PostDebugMessage(string.Format( "{0}: Got 'Enabled' property. Getting 'OnClick' event.", this.GetType().Name )); this.ButtonOnClick = this.IButton.GetEvent("OnClick"); Tools.PostDebugMessage(string.Format( "{0}: Got 'OnClick' event '{1}'. Getting 'OnMouseEnter' event.", this.GetType().Name, this.ButtonOnClick.ToString() )); this.ButtonOnMouseEnter = this.IButton.GetEvent("OnMouseEnter"); Tools.PostDebugMessage(string.Format( "{0}: Got 'OnMouseEnter' event '{1}'. Getting 'OnMouseLeave' event.", this.GetType().Name, this.ButtonOnClick.ToString() )); this.ButtonOnMouseLeave = this.IButton.GetEvent("OnMouseLeave"); Tools.PostDebugMessage(string.Format( "{0}: Got 'OnMouseLeave' event '{1}'. Getting 'Destroy' method.", this.GetType().Name, this.ButtonOnClick.ToString() )); this.ButtonDestroy = this.IButton.GetMethod("Destroy"); Tools.PostDebugMessage(string.Format( "{0}: Got 'Destroy' property '{1}'. Loading GameScenesVisibility class.", this.GetType().Name, this.ButtonDestroy.ToString() )); this.GameScenesVisibilityType = AssemblyLoader.loadedAssemblies .Select(a => a.assembly.GetExportedTypes()) .SelectMany(t => t) .FirstOrDefault(t => t.FullName == "Toolbar.GameScenesVisibility"); Tools.PostDebugMessage(string.Format( "{0}: Got 'GameScenesVisibility' class '{1}'.", this.GetType().Name, this.GameScenesVisibilityType.ToString() )); Tools.PostDebugMessage("ToolbarButtonWrapper built!"); } /// <summary> /// Adds event handler to receive "on click" events. /// </summary> /// <example> /// <code> /// ToolbarButtonWrapper button = ... /// button.AddButtonClickHandler( /// (e) => /// { /// Debug.Log("button clicked, mouseButton: " + e.Mousebutton"); /// } /// ); /// </code> /// </example> /// <param name="Handler">Delegate to handle "on click" events</param> public void AddButtonClickHandler(Action<object> Handler) { this.AddButtonEventHandler(this.ButtonOnClick, Handler); } /// <summary> /// Adds event handler that can be registered with to receive "on mouse enter" events. /// </summary> /// <example> /// <code> /// ToolbarWrapperButton button = ... /// button.AddButtonOnMouseEnterHandler( /// (e) => /// { /// Debug.Log("mouse entered button"); /// } /// ); /// </code> /// </example> /// <param name="Handler">Delegate to handle "OnMouseEnter" events.</param> public void AddButtonOnMouseEnterHandler(Action<object> Handler) { this.AddButtonEventHandler(this.ButtonOnMouseEnter, Handler); } /// <summary> /// Adds event handler that can be registered with to receive "on mouse leave" events. /// </summary> /// <example> /// <code> /// ToolbarWrapperButton button = ... /// button.AddButtonOnMouseLeaveHandler( /// (e) => /// { /// Debug.Log("mouse left button"); /// } /// ); /// </code> /// </example> /// <param name="Handler">Delegate to handle "OnMouseLeave" events.</param> public void AddButtonOnMouseLeaveHandler(Action<object> Handler) { this.AddButtonEventHandler(this.ButtonOnMouseLeave, Handler); } /// <summary> /// Sets this button's visibility. Can be used in addition to or as a replacement for <see cref="Visible"/>. /// </summary> /// <param name="gameScenes">Array of GameScene objects in which the button should be visible.</param> public void SetButtonVisibility(params GameScenes[] gameScenes) { object GameScenesVisibilityObj = Activator.CreateInstance(this.GameScenesVisibilityType, gameScenes); this.ButtonVisibility.SetValue(this.Button, GameScenesVisibilityObj, null); } /// <summary> /// Permanently destroys this button so that it is no longer displayed. /// Should be used when a plugin is stopped to remove leftover buttons. /// </summary> public void Destroy() { this.ButtonDestroy.Invoke(this.Button, null); } // Utility method for use with the AddButton<event>Handler API methods. protected void AddButtonEventHandler(EventInfo Event, Action<object> Handler) { Delegate d = Delegate.CreateDelegate(Event.EventHandlerType, Handler.Target, Handler.Method); MethodInfo addHandler = Event.GetAddMethod(); addHandler.Invoke(this.Button, new object[] { d }); } } } |