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203
Source/WulaFallenEmpire/EventSystem/Dialog_CustomDisplay.cs
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203
Source/WulaFallenEmpire/EventSystem/Dialog_CustomDisplay.cs
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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using Verse;
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namespace WulaFallenEmpire
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{
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public class Dialog_CustomDisplay : Window
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{
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private CustomUIDef def;
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private Texture2D portrait;
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private Texture2D background;
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private static EventUIConfigDef config;
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public static EventUIConfigDef Config
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{
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get
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{
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if (config == null)
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{
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config = DefDatabase<EventUIConfigDef>.GetNamed("Wula_EventUIConfig");
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}
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return config;
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}
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}
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public override Vector2 InitialSize => new Vector2(1000f, 750f);
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public Dialog_CustomDisplay(CustomUIDef def)
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{
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this.def = def;
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this.forcePause = true;
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this.absorbInputAroundWindow = true;
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this.doCloseX = true; // Add a close button to the window
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}
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public override void PreOpen()
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{
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base.PreOpen();
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if (!def.portraitPath.NullOrEmpty())
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{
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portrait = ContentFinder<Texture2D>.Get(def.portraitPath);
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}
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string bgPath = !def.backgroundImagePath.NullOrEmpty() ? def.backgroundImagePath : Config.defaultBackgroundImagePath;
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if (!bgPath.NullOrEmpty())
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{
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background = ContentFinder<Texture2D>.Get(bgPath);
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}
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}
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public override void DoWindowContents(Rect inRect)
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{
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// 1. Draw Background
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if (background != null)
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{
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GUI.DrawTexture(inRect, background, ScaleMode.ScaleToFit);
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}
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// 2. Draw Top-left defName and Label
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Text.Font = GameFont.Tiny;
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GUI.color = Color.gray;
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Widgets.Label(new Rect(5, 5, inRect.width - 10, 20f), def.defName);
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GUI.color = Color.white;
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Text.Font = Config.labelFont;
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Widgets.Label(new Rect(5, 20f, inRect.width - 10, 30f), def.label);
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Text.Font = GameFont.Small; // Reset to default
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// 3. Calculate Layout based on ConfigDef
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float virtualWidth = Config.lihuiSize.x + Config.textSize.x;
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float virtualHeight = Config.lihuiSize.y;
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float scaleX = inRect.width / virtualWidth;
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float scaleY = inRect.height / virtualHeight;
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float scale = Mathf.Min(scaleX, scaleY) * 0.95f;
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float scaledLihuiWidth = Config.lihuiSize.x * scale;
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float scaledLihuiHeight = Config.lihuiSize.y * scale;
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float scaledNameWidth = Config.nameSize.x * scale;
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float scaledNameHeight = Config.nameSize.y * scale;
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float scaledTextWidth = Config.textSize.x * scale;
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float scaledTextHeight = Config.textSize.y * scale;
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float scaledOptionsWidth = Config.optionsWidth * scale;
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float totalContentWidth = scaledLihuiWidth + scaledTextWidth;
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float totalContentHeight = scaledLihuiHeight;
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float startX = (inRect.width - totalContentWidth) / 2;
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float startY = (inRect.height - totalContentHeight) / 2;
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// 4. Draw UI Elements
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// lihui (Portrait)
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Rect lihuiRect = new Rect(startX, startY, scaledLihuiWidth, scaledLihuiHeight);
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if (portrait != null)
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{
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GUI.DrawTexture(lihuiRect, portrait, ScaleMode.ScaleToFit);
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}
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if (Config.drawBorders)
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{
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GUI.color = Color.white;
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Widgets.DrawBox(lihuiRect);
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GUI.color = Color.white;
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}
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// name
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Rect nameRect = new Rect(lihuiRect.xMax, lihuiRect.y, scaledNameWidth, scaledNameHeight);
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if (Config.drawBorders)
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{
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GUI.color = Color.white;
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Widgets.DrawBox(nameRect);
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GUI.color = Color.white;
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}
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Text.Anchor = TextAnchor.MiddleCenter;
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Text.Font = GameFont.Medium;
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Widgets.Label(nameRect, def.characterName);
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Text.Font = GameFont.Small;
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Text.Anchor = TextAnchor.UpperLeft;
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// text (Description)
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Rect textRect = new Rect(nameRect.x, nameRect.yMax + Config.textNameOffset * scale, scaledTextWidth, scaledTextHeight);
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if (Config.drawBorders)
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{
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GUI.color = Color.white;
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Widgets.DrawBox(textRect);
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GUI.color = Color.white;
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}
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Rect textInnerRect = textRect.ContractedBy(10f * scale);
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Widgets.Label(textInnerRect, def.description);
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// option (Buttons)
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Rect optionRect = new Rect(nameRect.x, textRect.yMax + Config.optionsTextOffset * scale, scaledOptionsWidth, lihuiRect.height - nameRect.height - textRect.height - (Config.textNameOffset + Config.optionsTextOffset) * scale);
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// No need to draw a box for the options area, the buttons will be listed inside.
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Listing_Standard listing = new Listing_Standard();
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listing.Begin(optionRect.ContractedBy(10f * scale));
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if (def.options != null)
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{
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foreach (var option in def.options)
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{
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string reason;
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bool conditionsMet = AreConditionsMet(option.conditions, out reason);
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if (conditionsMet)
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{
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if (listing.ButtonText(option.label))
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{
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HandleAction(option.effects);
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}
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}
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else
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{
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// Draw a disabled button and add a tooltip
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Rect rect = listing.GetRect(30f);
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Widgets.ButtonText(rect, option.label, false, true, false);
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TooltipHandler.TipRegion(rect, GetDisabledReason(option, reason));
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}
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}
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}
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listing.End();
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}
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private void HandleAction(List<Effect> effects)
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{
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if (effects.NullOrEmpty())
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{
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return;
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}
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foreach (var effect in effects)
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{
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effect.Execute(this);
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}
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}
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private bool AreConditionsMet(List<Condition> conditions, out string reason)
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{
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reason = "";
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if (conditions.NullOrEmpty())
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{
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return true;
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}
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foreach (var condition in conditions)
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{
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if (!condition.IsMet(out string singleReason))
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{
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reason = singleReason;
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return false;
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}
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}
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return true;
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}
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private string GetDisabledReason(CustomUIOption option, string reason)
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{
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if (!option.disabledReason.NullOrEmpty())
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{
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return option.disabledReason;
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}
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return reason;
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}
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}
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}
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