/* * Copyright 2022 Peter Han * Permission is hereby granted, free of charge, to any person obtaining a copy of this software * and associated documentation files (the "Software"), to deal in the Software without * restriction, including without limitation the rights to use, copy, modify, merge, publish, * distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in all copies or * substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING * BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, * DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ using UnityEngine; using UnityEngine.UI; namespace PeterHan.PLib.UI { /// /// A custom UI label factory class. /// public class PLabel : PTextComponent { /// /// The label's background color. /// public Color BackColor { get; set; } public PLabel() : this(null) { } public PLabel(string name) : base(name ?? "Label") { BackColor = PUITuning.Colors.Transparent; } /// /// Adds a handler when this label is realized. /// /// The handler to invoke on realization. /// This label for call chaining. public PLabel AddOnRealize(PUIDelegates.OnRealize onRealize) { OnRealize += onRealize; return this; } public override GameObject Build() { var label = PUIElements.CreateUI(null, Name); GameObject sprite = null, text = null; // Background if (BackColor.a > 0) label.AddComponent().color = BackColor; // Add foreground image if (Sprite != null) sprite = ImageChildHelper(label, this).gameObject; // Add text if (!string.IsNullOrEmpty(Text)) text = TextChildHelper(label, TextStyle ?? PUITuning.Fonts.UILightStyle, Text).gameObject; // Add tooltip PUIElements.SetToolTip(label, ToolTip).SetActive(true); // Arrange the icon and text var layout = label.AddComponent(); layout.Margin = Margin; ArrangeComponent(layout, WrapTextAndSprite(text, sprite), TextAlignment); if (!DynamicSize) layout.LockLayout(); layout.flexibleWidth = FlexSize.x; layout.flexibleHeight = FlexSize.y; DestroyLayoutIfPossible(label); InvokeRealize(label); return label; } /// /// Sets the background color to the default Klei dialog blue. /// /// This label for call chaining. public PLabel SetKleiBlueColor() { BackColor = PUITuning.Colors.ButtonBlueStyle.inactiveColor; return this; } /// /// Sets the background color to the Klei dialog header pink. /// /// This label for call chaining. public PLabel SetKleiPinkColor() { BackColor = PUITuning.Colors.ButtonPinkStyle.inactiveColor; return this; } } }