Ignore Mouse0 keybinding.
[VesselSimulator.git] / KerbalEngineer / UIControls / SelectKeyBindPopup.cs
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
// 
//     Kerbal Engineer Redux
// 
//     Copyright (C) 2015 CYBUTEK
// 
//     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/>.
// 
 
namespace KerbalEngineer.UIControls
{
    using System;
    using UnityEngine;
 
    public class SelectKeyBindPopup : MonoBehaviour
    {
        private readonly Array availableBindings = Enum.GetValues(typeof(KeyCode));
        private bool isCentred;
        private Rect position = new Rect(0.0f, 0.0f, 250.0f, 0.0f);
 
        /// <summary>
        ///     Gets whether a key bind popup is already open.
        /// </summary>
        public static bool IsOpen { get; private set; }
 
        /// <summary>
        ///     Gets the delegate to be invoked when accepted button is clicked.
        /// </summary>
        public Action<KeyCode> AcceptClicked { get; private set; }
 
        /// <summary>
        ///     Gets the name of the binding to change.
        /// </summary>
        public string Name { get; private set; }
 
        /// <summary>
        ///     Gets the selected binding.
        /// </summary>
        public KeyCode Binding { get; private set; }
 
        /// <summary>
        ///     Shows a key bind popup allowing the user to select a key for binding.
        /// </summary>
        public static void Show(string name, KeyCode currentBinding, Action<KeyCode> acceptClicked)
        {
            SelectKeyBindPopup selectKeyBindPopup = new GameObject("SelectKeyBind").AddComponent<SelectKeyBindPopup>();
            selectKeyBindPopup.Name = name;
            selectKeyBindPopup.Binding = currentBinding;
            selectKeyBindPopup.AcceptClicked = acceptClicked;
        }
 
        /// <summary>
        ///     Handles the accept button click event.
        /// </summary>
        public void OnAccept()
        {
            if (AcceptClicked != null)
            {
                AcceptClicked.Invoke(Binding);
            }
            Destroy(gameObject);
        }
 
        /// <summary>
        ///     Handles the cancel button click event.
        /// </summary>
        public void OnCancel()
        {
            Destroy(gameObject);
        }
 
        /// <summary>
        ///     Called by unity when the component is created.
        /// </summary>
        protected virtual void Awake()
        {
            IsOpen = true;
        }
 
        /// <summary>
        ///     Called by unity when the component is destroyed.
        /// </summary>
        protected virtual void OnDestroy()
        {
            IsOpen = false;
        }
 
        /// <summary>
        ///     Called by unity each frame to render the GUI.
        /// </summary>
        protected virtual void OnGUI()
        {
            position = GUILayout.Window(GetInstanceID(), position, RenderWindow, "Select Key Bind", HighLogic.Skin.window);
 
            // Centre the window.
            if (isCentred == false)
            {
                isCentred = true;
                CentreWindow();
            }
        }
 
        /// <summary>
        ///     Called by unity every frame.
        /// </summary>
        protected virtual void Update()
        {
            CentreWindow();
            UpdateBinding();
        }
 
        /// <summary>
        ///     Centres the window on the screen.
        /// </summary>
        private void CentreWindow()
        {
            if (position.width > 0.0f && position.height > 0.0f)
            {
                position.center = new Vector2(Screen.width * 0.5f, Screen.height * 0.5f);
            }
        }
 
        /// <summary>
        ///     Renders the window content.
        /// </summary>
        private void RenderWindow(int id)
        {
            // Binding labels.
            GUILayout.BeginVertical(HighLogic.Skin.textArea);
            GUILayout.Label("Key Bind: " + Name);
            GUILayout.Label("Selected: " + Binding);
            GUILayout.EndVertical();
 
            // Window buttons.
            GUILayout.BeginHorizontal();
            if (GUILayout.Button("Cancel", HighLogic.Skin.button))
            {
                OnCancel();
            }
 
            if (GUILayout.Button("Accept", HighLogic.Skin.button))
            {
                OnAccept();
            }
            GUILayout.EndHorizontal();
 
            // Make the window to be draggable.
            GUI.DragWindow();
        }
 
        /// <summary>
        ///     Updates the binding selected by the user.
        /// </summary>
        private void UpdateBinding()
        {
            for (int i = 0; i < availableBindings.Length; ++i)
            {
                KeyCode keyCode = (KeyCode)availableBindings.GetValue(i);
 
                if (keyCode == KeyCode.Mouse0)
                {
                    continue;
                }
 
                if (Input.GetKeyDown(keyCode))
                {
                    Binding = keyCode;
                }
            }
        }
    }
}