oni-priority-ux/mod/PLibUI/PLabel.cs

94 lines
3.3 KiB
C#

/*
* 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 {
/// <summary>
/// A custom UI label factory class.
/// </summary>
public class PLabel : PTextComponent {
/// <summary>
/// The label's background color.
/// </summary>
public Color BackColor { get; set; }
public PLabel() : this(null) { }
public PLabel(string name) : base(name ?? "Label") {
BackColor = PUITuning.Colors.Transparent;
}
/// <summary>
/// Adds a handler when this label is realized.
/// </summary>
/// <param name="onRealize">The handler to invoke on realization.</param>
/// <returns>This label for call chaining.</returns>
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<Image>().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<RelativeLayoutGroup>();
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;
}
/// <summary>
/// Sets the background color to the default Klei dialog blue.
/// </summary>
/// <returns>This label for call chaining.</returns>
public PLabel SetKleiBlueColor() {
BackColor = PUITuning.Colors.ButtonBlueStyle.inactiveColor;
return this;
}
/// <summary>
/// Sets the background color to the Klei dialog header pink.
/// </summary>
/// <returns>This label for call chaining.</returns>
public PLabel SetKleiPinkColor() {
BackColor = PUITuning.Colors.ButtonPinkStyle.inactiveColor;
return this;
}
}
}