Files
EndlessHostRoles/Modules/ClientControlGUI.cs
T
2026-09-24 20:26:16 +02:00

700 lines
29 KiB
C#

using System;
using EHR.Modules;
using EHR.Patches;
using UnityEngine;
using UnityEngine.SceneManagement;
using static EHR.Translator;
// ReSharper disable InconsistentNaming
namespace EHR;
public class ClientControlGUI : MonoBehaviour
{
public static ClientControlGUI Instance;
/// <summary>
/// Whether the game HUD has been hidden
/// <remarks>Restored automatically on scene change</remarks>
/// </summary>
public static bool HudHidden;
/// <summary>
/// Whether the panel is currently visible or should be visible
/// </summary>
public bool IsOpen;
/// <summary>
/// The screen rect of the open panel or if the panel is closed
/// </summary>
public static Rect PanelRect => Instance != null && Instance.IsOpen ? Instance._windowRect : Rect.zero;
/// <summary>
/// The screen rect of the toggle button
/// </summary>
public static Rect ToggleRect { get; private set; }
/// <summary>
/// Current scroll position inside the panel
/// </summary>
private Vector2 _scroll;
/// <summary>
/// Total height of all drawn buttons, updated each frame
/// </summary>
private float _contentH;
/// <summary>
/// Position and size of the floating window
/// </summary>
private Rect _windowRect;
/// <summary>
/// True while the user is dragging the title bar
/// </summary>
private bool _dragging;
/// <summary>
/// Cursor offset from window corner when the drag started
/// </summary>
private Vector2 _dragOffset;
/// <summary>
/// Whether the window has been initialized
/// </summary>
private bool _windowInitialized;
/// <summary>
/// Zoom slider state.
/// <remarks> Tracks <c>Camera.main.orthographicSize</c> so the slider doesn't reset when the user zooms with the scroll wheel or pinch gesture. </remarks>
/// <returns> Range matching Zoom.cs: 3.0 (default) to 18.0 (max out) </returns>
/// </summary>
private float _zoomValue = 3.0f;
/// <summary>
/// Whether the next /r command sent will broadcast to all players
/// <remarks>Deactivates automatically after being used</remarks>
/// </summary>
internal static bool BroadcastRoleInfo { get; set; }
// Scale helpers - everything is relative to a 1080px-wide reference screen
// On PC the UI is scaled down to 50% but on Android we keep it slightly larger (60%) for better readability
private static float PlatformScale => OperatingSystem.IsAndroid() ? 0.6f : 0.5f;
private static float Scale => Screen.width / 1080f * PlatformScale;
private static int FontSize => Mathf.Max(12, Mathf.RoundToInt(21f * Scale));
private static float ButtonHeight => 66f * Scale;
private static float ButtonWidth => (OperatingSystem.IsAndroid() ? 360f : 340f) * Scale;
private static float Padding => 10f * Scale;
private static int ChipFontSize => Mathf.Max(10, FontSize - 4);
// Slightly thicker on Android for touch support
private static float ScrollbarColumnWidth => (OperatingSystem.IsAndroid() ? 42f : 22f) * Scale;
/// <summary>
/// The value of <see cref="Scale"/> in the last frame
/// <remarks>Used to detect when a rebuild is needed (screen resize)</remarks>
/// </summary>
private float _lastScale = -1f;
// GUIStyle holds font, colors, and the background texture for each widget type
private GUIStyle _sAction, _sHost, _sDanger, _sSection, _sToggle, _sWindow, _sTitleBar, _sDragHint;
private Camera _cam;
// Credits: Xtracube (add_sceneLoaded workaround), astra1dev (HideFlags.HideAndDontSave suggestion)
private void Awake()
{
_cam = Camera.main;
Instance = this;
#if IL2CPP
SceneManager.add_sceneLoaded((Action<Scene, LoadSceneMode>)OnSceneLoaded);
#else
SceneManager.sceneLoaded += OnSceneLoaded;
#endif
Logger.Info("ClientControlGUI initialised", "ClientControlGUI");
}
private void OnDestroy()
{
#if IL2CPP
SceneManager.remove_sceneLoaded((Action<Scene, LoadSceneMode>)OnSceneLoaded);
#else
SceneManager.sceneLoaded -= OnSceneLoaded;
#endif
}
// Resets HUD visibility flag on scene change; HudManager is recreated each load so its new instance is always active
// Textures use HideFlags.HideAndDontSave so they survive scene transitions without any rebuild needed
private void OnSceneLoaded(Scene scene, LoadSceneMode mode)
{
_cam = Camera.main;
HudHidden = false;
}
// Creates all GUIStyles; only called on first draw or if the screen scale changes
// Textures use HideFlags.HideAndDontSave so Unity keeps them alive across scene loads without rebuilding
private void RebuildStyles()
{
_lastScale = Scale;
int toggleSize = Mathf.Max(1, Mathf.RoundToInt(48f * Scale));
int toggleRadius = toggleSize / 4; // gentler radius for the toggle square
// Open/close toggle button (the "=" / "X" button)
_sToggle = new GUIStyle
{
fontSize = FontSize + 4,
fontStyle = FontStyle.Bold,
alignment = TextAnchor.MiddleCenter,
normal = { background = RoundedTexture(toggleSize, toggleSize, toggleRadius, new Color(0.10f, 0.10f, 0.28f, 1f), new Color(0.20f, 0.36f, 0.60f, 1f)), textColor = Color.white },
hover = { background = RoundedTexture(toggleSize, toggleSize, toggleRadius, new Color(0.18f, 0.18f, 0.40f, 1f), new Color(0.30f, 0.48f, 0.72f, 1f)), textColor = Color.white },
active = { background = RoundedTexture(toggleSize, toggleSize, toggleRadius, new Color(0.07f, 0.07f, 0.18f, 1f), new Color(0.12f, 0.26f, 0.46f, 1f)), textColor = Color.white }
};
int winW = Mathf.Max(1, Mathf.RoundToInt(ButtonWidth + Padding * 4f + ScrollbarColumnWidth));
int winH = Mathf.Max(1, Mathf.RoundToInt(Screen.height * (OperatingSystem.IsAndroid() ? 0.82f : 0.65f)));
// Floating window background
_sWindow = new GUIStyle
{
normal = { background = RoundedTexture(winW, winH, 22, new Color(0.06f, 0.07f, 0.15f, 1f), new Color(0.10f, 0.16f, 0.30f, 1f)) }
};
// "EHR Client Controls" heading
_sTitleBar = new GUIStyle
{
fontSize = FontSize + 3,
fontStyle = FontStyle.BoldAndItalic,
alignment = TextAnchor.MiddleCenter,
normal = { textColor = new Color(0.72f, 0.90f, 1.00f, 1f) }
};
// Small "drag to move" hint under the title
_sDragHint = new GUIStyle
{
fontSize = Mathf.Max(10, FontSize - 5),
fontStyle = FontStyle.Italic,
alignment = TextAnchor.MiddleCenter,
normal = { textColor = new Color(0.45f, 0.58f, 0.72f, 1f) }
};
// Section label (e.g. "Lobby", "Host Controls")
_sSection = new GUIStyle
{
fontSize = FontSize,
fontStyle = FontStyle.BoldAndItalic,
alignment = TextAnchor.MiddleCenter,
normal = { textColor = new Color(0.58f, 0.82f, 1.00f, 1f) }
};
// Blue-grey: general actions available to everyone
_sAction = MakeBtn(
new Color(0.15f, 0.19f, 0.35f, 1f),
new Color(0.24f, 0.30f, 0.52f, 1f),
new Color(0.09f, 0.12f, 0.22f, 1f)
);
// Darker blue: host-only actions
_sHost = MakeBtn(
new Color(0.07f, 0.22f, 0.40f, 1f),
new Color(0.12f, 0.36f, 0.62f, 1f),
new Color(0.04f, 0.14f, 0.28f, 1f)
);
// Red: destructive or irreversible actions
_sDanger = MakeBtn(
new Color(0.38f, 0.07f, 0.07f, 1f),
new Color(0.60f, 0.12f, 0.12f, 1f),
new Color(0.24f, 0.04f, 0.04f, 1f)
);
}
/// <summary>
/// Creates a button GUIStyle with normal, hover, and pressed states using a high-res, pixel-drawn rounded rectangle for smooth corners
/// </summary>
/// <param name="normal">Default color</param>
/// <param name="hover">Color on hover</param>
/// <param name="active">Color when clicked</param>
/// <returns></returns>
private static GUIStyle MakeBtn(Color normal, Color hover, Color active)
{
int width = Mathf.Max(1, Mathf.RoundToInt(ButtonWidth));
int height = Mathf.Max(1, Mathf.RoundToInt(ButtonHeight));
int radius = Mathf.Max(1, Mathf.RoundToInt(ButtonHeight * 0.38f)); // so corners are visibly rounded, not just slightly chamfered
return new GUIStyle
{
fontSize = FontSize,
fontStyle = FontStyle.Bold,
alignment = TextAnchor.MiddleCenter,
wordWrap = true,
richText = true,
normal = { background = RoundedTexture(width, height, radius, normal, Lift(normal, 0.10f)), textColor = Color.white },
hover = { background = RoundedTexture(width, height, radius, hover, Lift(hover, 0.10f)), textColor = Color.white },
active = { background = RoundedTexture(width, height, radius, active, Lift(active, 0.06f)), textColor = Color.white }
};
}
/// <summary>
/// Slightly brightens a color for the edge highlight on rounded textures
/// </summary>
/// <param name="color">The original color</param>
/// <param name="add">How much to add to the byte value of each color part (RGB)</param>
/// <returns></returns>
private static Color Lift(Color color, float add) =>
new(Mathf.Clamp01(color.r + add), Mathf.Clamp01(color.g + add), Mathf.Clamp01(color.b + add), 1f);
/// <summary>
/// Creates a rounded-rect texture with HideAndDontSave so Unity handles cleanup automatically.
/// Draws a rounded-corner texture with per-pixel distance checks, using 'fill' for interior and 'edge' for a subtle 1px anti-aliased rim.
/// </summary>
private static Texture2D RoundedTexture(int width, int height, int radius, Color fill, Color edge)
{
width = Mathf.Max(1, width);
height = Mathf.Max(1, height);
radius = Mathf.Clamp(radius, 0, Mathf.Min(width, height) / 2);
var tex = new Texture2D(width, height, TextureFormat.ARGB32, false)
{
filterMode = FilterMode.Bilinear
};
for (int py = 0; py < height; py++)
{
for (int px = 0; px < width; px++)
{
float a = CornerAlpha(px, py, width, height, radius);
Color c = a <= 0f ? Color.clear // outside rounded corner = transparent
: a >= 1f ? fill // solid interior
: Color.Lerp(edge, fill, a); // 1px anti-aliased border
tex.SetPixel(px, py, c);
}
}
tex.Apply();
tex.hideFlags = HideFlags.HideAndDontSave;
return tex;
}
/// <summary>
/// Returns 0 if outside (transparent), 1 if inside, or a small blend value for the smooth edge
/// </summary>
private static float CornerAlpha(int px, int py, int w, int h, int r)
{
// Find which corner circle center this pixel belongs to, if any
int cx, cy;
if (px < r && py < r ) { cx = r; cy = r; }
else if (px >= w-r && py < r ) { cx = w - r; cy = r; }
else if (px < r && py >= h-r ) { cx = r; cy = h - r; }
else if (px >= w-r && py >= h-r ) { cx = w - r; cy = h - r; }
else return 1f; // not near any corner, always solid
float d = Mathf.Sqrt((px - cx) * (px - cx) + (py - cy) * (py - cy));
if (d >= r + 1f) return 0f; // outside arc
if (d <= r - 1f) return 1f; // inside arc
return r + 0.5f - d; // on the edge - fractional for smoothing
}
// Called once, sets the initial window position to the left side, vertically centred
private void InitWindowRect()
{
// Window width accounts for button width + padding on both sides + scrollbar column
float w = ButtonWidth + Padding * 4f + ScrollbarColumnWidth;
float h = Screen.height * (OperatingSystem.IsAndroid() ? 0.82f : 0.65f);
_windowRect = new Rect(20f * Scale, (Screen.height - h) * 0.5f, w, h);
_windowInitialized = true;
}
// OnGUI is called by Unity every frame (and sometimes multiple times per frame)
private void OnGUI()
{
if (!HudManager.InstanceExists) return;
if (!_windowInitialized) InitWindowRect();
// Rebuild styles only when screen scale changes; HideAndDontSave keeps textures alive across scene transitions
if (Math.Abs(_lastScale - Scale) > 0.01f) RebuildStyles();
HandleDrag();
DrawToggle();
if (IsOpen) DrawWindow();
}
// Draws the small toggle button for the panel; fades to 10% opacity during gameplay
private void DrawToggle()
{
float size = 48f * Scale;
float x, y;
if (IsOpen)
{
// Sits just to the right of the window, vertically centred on it
x = _windowRect.x + _windowRect.width + 8f * Scale;
y = _windowRect.y + (_windowRect.height - size) * 0.5f;
}
else
{
// Bottom-left center: horizontally centred on the left quarter of the screen
x = Screen.width * 0.3f - size * 0.5f;
y = Screen.height - size - 10f * Scale;
}
ToggleRect = new Rect(x, y, size, size);
// 90% transparent when in game and panel is closed, full opacity otherwise
bool fadeOut = !IsOpen && (GameStates.IsInGame || GameSettingMenu.Instance);
Color prev = GUI.color;
if (fadeOut) GUI.color = new Color(1f, 1f, 1f, 0.10f);
if (GUI.Button(new Rect(x, y, size, size), IsOpen ? "X" : "=", _sToggle))
IsOpen = !IsOpen;
if (fadeOut) GUI.color = prev;
}
// Handles dragging the window by the title bar using mouse or touch input
private void HandleDrag()
{
if (!IsOpen) return;
Event e = Event.current;
float titleH = ButtonHeight * 0.80f + Padding;
var titleRect = new Rect(_windowRect.x, _windowRect.y, _windowRect.width, titleH);
switch (e.type)
{
case EventType.MouseDown when titleRect.Contains(e.mousePosition):
{
_dragging = true;
_dragOffset = e.mousePosition - new Vector2(_windowRect.x, _windowRect.y);
e.Use(); // consume the event so nothing else receives it
break;
}
case EventType.MouseDrag when _dragging:
{
float nx = Mathf.Clamp(e.mousePosition.x - _dragOffset.x, 0, Screen.width - _windowRect.width);
float ny = Mathf.Clamp(e.mousePosition.y - _dragOffset.y, 0, Screen.height - _windowRect.height);
_windowRect.x = nx;
_windowRect.y = ny;
e.Use();
break;
}
case EventType.MouseUp:
{
_dragging = false;
break;
}
}
}
// Draws the window background, title, and the scrollable button list
private void DrawWindow()
{
// GUI.Box draws a background panel using the given style
GUI.Box(_windowRect, "", _sWindow);
float titleH = ButtonHeight * 0.80f + Padding;
GUI.Label(
new Rect(_windowRect.x, _windowRect.y + Padding * 0.6f, _windowRect.width, ButtonHeight * 0.55f),
"EHR Client Controls",
_sTitleBar
);
GUI.Label(
new Rect(_windowRect.x, _windowRect.y + ButtonHeight * 0.58f + Padding * 0.4f, _windowRect.width, ButtonHeight * 0.38f),
"drag to move",
_sDragHint
);
float scrollY = _windowRect.y + titleH + Padding * 0.4f;
float scrollH = _windowRect.height - titleH - Padding;
float visibleW = _windowRect.width - Padding * 2f;
// outerRect: the visible scroll area on screen
// innerRect: the full content area (taller than outerRect when there are enough buttons)
// Content width is set slightly less than outerRect.width to prevent horizontal overflow and hide the horizontal scrollbar
float contentW = visibleW - ScrollbarColumnWidth - 1f;
var outerRect = new Rect(_windowRect.x + Padding, scrollY, visibleW, scrollH);
var innerRect = new Rect(0, 0, contentW, _contentH);
GUI.skin.verticalScrollbar.fixedWidth = ScrollbarColumnWidth;
GUI.skin.verticalScrollbarThumb.fixedWidth = ScrollbarColumnWidth;
// Horizontal scroll is disabled; vertical scroll appears when _contentH > scrollH
_scroll = GUI.BeginScrollView(outerRect, _scroll, innerRect, false, false);
float y = Padding * 0.5f;
DrawButtons(ref y, contentW);
_contentH = y + Padding; // record total height so innerRect stays accurate next frame
GUI.EndScrollView();
}
// Formats a button label with an optional shortcut chip below the text; hidden on Android (no keyboard); uses IMGUI rich text (richText = true)
private static string Label(string label, string shortcut = null)
{
if (OperatingSystem.IsAndroid() || shortcut == null) return label;
return $"{label}\n<color=#7a9cbf><size={ChipFontSize}>{shortcut}</size></color>";
}
// Draws buttons based on game state; 'y' moves down per button; 'w' is the available width from DrawWindow
private void DrawButtons(ref float y, float w)
{
bool amHost = AmongUsClient.Instance && AmongUsClient.Instance.AmHost;
bool inGame = GameStates.IsInGame;
bool inLobby = GameStates.IsLobby;
bool inMeeting = GameStates.IsMeeting;
bool countdown = GameStates.IsCountDown;
bool notJoined = GameStates.IsNotJoined;
bool localAlive = PlayerControl.LocalPlayer && PlayerControl.LocalPlayer.IsAlive();
bool canMove = GameStates.IsCanMove;
if (inLobby)
{
Section(ref y, "Lobby");
if (amHost && !countdown)
Btn(ref y, Label("Start Game", "ENTER"), _sHost, () =>
{
if (GameStartManager.InstanceExists)
{
Logger.Info("Start game via ClientControlGUI", "ClientControlGUI");
GameStartManager.Instance.BeginGame();
}
});
if (amHost && countdown)
{
Btn(ref y, Label("Start Immediately", "SHIFT"), _sHost, () =>
{
Logger.Info("Starting game immediately via ClientControlGUI", "ClientControlGUI");
GameStartManager.Instance.countDownTimer = 0;
});
Btn(ref y, Label("Cancel Countdown", "C"), _sDanger, () =>
{
GameStartManager.Instance.ResetStartState();
Logger.SendInGame(GetString("CancelStartCountDown"));
});
}
if (amHost)
{
Btn(ref y, Label("Show Active Settings", "CTRL + N"), _sHost, () =>
{
Main.IsChatCommand = true;
Utils.ShowActiveSettings();
});
Btn(ref y, Label("Show Settings Help", "CTRL + SHIFT + N"), _sHost, () =>
{
Main.IsChatCommand = true;
Utils.ShowActiveSettingsHelp();
});
BroadcastRoleInfoBtn(ref y);
}
}
if ((inGame || inMeeting) && amHost)
{
Section(ref y, "Host Controls");
if (!inMeeting)
Btn(ref y, Label("Call Meeting", "SHIFT + ENTER + M"), _sHost, () =>
PlayerControl.LocalPlayer.NoCheckStartMeeting(null, true)
);
else
{
Btn(ref y, Label("End Meeting", "SHIFT + ENTER + M"), _sHost, () =>
{
MeetingHudRpcClosePatch.AllowClose = true;
MeetingHud.Instance.RpcClose();
});
Btn(ref y, Label("End By Votes", "F6"), _sHost, () =>
{
CheckForEndVotingPatch.ShouldSkip = true;
MeetingHud.Instance.CheckForEndVoting();
});
}
Btn(ref y, Label("Open Your Chat", "SHIFT + ENTER + C"), _sHost, () =>
HudManager.Instance.Chat.SetVisible(true)
);
Btn(ref y, Label("Open Chat for All", "CTRL + SHIFT + ENTER + C"), _sHost, () => Main.AllAlivePlayerControlsToList.SetChatVisible(true));
BroadcastRoleInfoBtn(ref y);
if (inGame && (canMove || inMeeting))
Btn(ref y, Label(InGameRoleInfoMenu.Showing ? "Hide Role Info" : "Show Role Info", "F1 (hold)"), _sAction, () =>
{
if (InGameRoleInfoMenu.Showing)
InGameRoleInfoMenu.Hide();
else
{
InGameRoleInfoMenu.SetRoleInfoRef(PlayerControl.LocalPlayer);
InGameRoleInfoMenu.Show();
}
});
if (inGame && localAlive)
Btn(ref y, Label("Kill Self", "SHIFT + ENTER + E"), _sDanger, () =>
{
var state = Main.PlayerStates[PlayerControl.LocalPlayer.PlayerId];
state.deathReason = PlayerState.DeathReason.etc;
PlayerControl.LocalPlayer.RpcExileV2();
PlayerControl.LocalPlayer.Data.IsDead = true;
state.SetDead();
Utils.AfterPlayerDeathTasks(PlayerControl.LocalPlayer, inMeeting);
Utils.SendMessage(
GetString("HostKillSelfByCommand"),
title: $"<color=#ff0000>{GetString("DefaultSystemMessageTitle")}</color>"
);
});
Btn(ref y, Label("Force Game End", "SHIFT + ENTER + L"), _sDanger, () =>
{
CustomWinnerHolder.ResetAndSetWinner(CustomWinner.Draw);
GameEndChecker.CheckCustomEndCriteria();
});
}
bool canZoom = Zoom.CanZoom;
bool canNoClip = canMove && Main.IntroDestroyed && (!AmongUsClient.Instance.IsGameStarted || !GameStates.IsOnlineGame) && (!GameStartManager.Instance || GameStartManager.Instance.startState == GameStartManager.StartingStates.NotStarting);
bool canToggleHud = Main.IntroDestroyed && !inMeeting && !ExileController.Instance && !ReportDeadBodyPatch.MeetingStarted;
if (canZoom || canNoClip || canToggleHud)
{
Section(ref y, "Camera");
if (canZoom)
{
// Sync slider to actual camera value so external changes (scroll wheel, touch pinch) are reflected
if (_cam) _zoomValue = _cam.orthographicSize;
float newZoom = Slider(ref y, $"Zoom {_zoomValue:F1}x", _zoomValue, 3.0f, 18.0f, w);
if (Mathf.Abs(newZoom - _zoomValue) > 0.01f)
{
_zoomValue = newZoom;
Zoom.SetZoomSize(reset: false);
if (_cam) _cam.orthographicSize = _zoomValue;
if (HudManager.InstanceExists) HudManager.Instance.UICamera.orthographicSize = _zoomValue;
}
if (GUI.Button(new Rect(0, y, w, ButtonHeight), "Reset Zoom", _sAction))
{
Zoom.SetZoomSize(reset: true);
_zoomValue = 3.0f;
}
y += ButtonHeight + Padding * 0.7f;
}
else if (!Mathf.Approximately(_zoomValue, 3.0f))
{
Zoom.SetZoomSize(reset: true);
_zoomValue = 3.0f;
}
if (canNoClip)
{
// Reads live state every frame for correct label/colour; lambda also reads it on click to avoid stale values
bool noclipOn = ControllerManagerUpdatePatch.NoClipEnabled;
Btn(ref y, noclipOn ? "Noclip: ON" : "Noclip: OFF", noclipOn ? _sHost : _sAction, () =>
{
ControllerManagerUpdatePatch.NoClipEnabled = !ControllerManagerUpdatePatch.NoClipEnabled;
if (OperatingSystem.IsAndroid()) PlayerControl.LocalPlayer.Collider.offset = ControllerManagerUpdatePatch.NoClipEnabled ? new Vector2(0f, 127f) : new Vector2(0f, -0.3636f);
});
}
else if (ControllerManagerUpdatePatch.NoClipEnabled && OperatingSystem.IsAndroid() && PlayerControl.LocalPlayer)
{
PlayerControl.LocalPlayer.Collider.offset = new Vector2(0f, -0.3636f);
ControllerManagerUpdatePatch.NoClipEnabled = false;
}
if (canToggleHud)
{
Btn(ref y, HudHidden ? "Show HUD" : "Hide HUD", HudHidden ? _sHost : _sAction, () =>
{
HudHidden = !HudHidden;
if (HudManager.InstanceExists)
HudManager.Instance.gameObject.SetActive(!HudHidden);
});
}
else if (HudHidden)
{
HudHidden = false;
if (HudManager.InstanceExists)
HudManager.Instance.gameObject.SetActive(true);
}
}
Section(ref y, "Utilities");
if (!notJoined)
Btn(ref y, Label("Copy Settings", "ALT + C"), _sAction, Utils.CopyCurrentSettings);
Btn(ref y, Label("Dump Log", "CTRL + F1"), _sAction, () =>
{
Logger.Info("Log dumped", "ClientControlGUI");
Utils.DumpLog();
});
Btn(ref y, Label("Fix Button Positions", "ALT + ENTER"), _sAction, () =>
LateTask.New(SetResolutionManager.Postfix, 0.01f, "Fix Button Position")
);
if (inGame || inMeeting)
Btn(ref y, Label("Fix Blackscreen", "SHIFT + CTRL + X"), _sAction, () =>
ExileController.Instance?.ReEnableGameplay()
);
Btn(ref y, Label("Reload Translations", "F5 + T"), _sAction, () =>
{
Logger.Info("Reloading Custom Translation File", "ClientControlGUI");
LoadLangs();
Logger.SendInGame("Reloaded Custom Translation File");
});
Btn(ref y, Label("Export Translations", "F5 + X"), _sAction, () =>
{
Logger.Info("Exported Custom Translation File", "ClientControlGUI");
ExportCustomTranslation();
Logger.SendInGame("Exported Custom Translation File");
});
if (inLobby && amHost)
Btn(ref y, Label("Reset All Options", "CTRL + SHIFT + DEL"), _sDanger, () =>
Prompt.Show(GetString("Promt.ResetAllOptions"), () =>
{
foreach (var opt in OptionItem.AllOptions)
if (opt.Id > 0) opt.SetValue(opt.DefaultValue, false, false);
OptionItem.SyncAllOptions();
OptionSaver.Save();
}, () => { })
);
return;
// Draws a section heading with spacing above it
void Section(ref float sy, string title)
{
sy += Padding * 2f;
GUI.Label(new Rect(0, sy, w, ButtonHeight * 0.50f), title, _sSection);
sy += ButtonHeight * 0.52f + Padding * 0.4f;
}
// Draws the "Broadcast Role Info" toggle button in the Lobby and Host Controls sections
void BroadcastRoleInfoBtn(ref float by) =>
Btn(ref by, BroadcastRoleInfo ? "Broadcast Role Info: ON" : "Broadcast Role Info: OFF", BroadcastRoleInfo ? _sHost : _sAction, () =>
{
BroadcastRoleInfo = !BroadcastRoleInfo;
});
// Draws a button and moves the cursor; try/catch stops one bad action from crashing the GUI
void Btn(ref float by, string label, GUIStyle style, Action action)
{
if (GUI.Button(new Rect(0, by, w, ButtonHeight), label, style))
{
try { action(); }
catch (Exception e) { Logger.Error(e.ToString(), "ClientControlGUI"); }
}
by += ButtonHeight + Padding * 0.7f;
}
// Draws a labeled horizontal slider and returns the new value
float Slider(ref float sy, string label, float value, float min, float max, float sw)
{
GUI.Label(new Rect(0, sy, sw, ButtonHeight * 0.45f), label, _sSection);
sy += ButtonHeight * 0.48f;
float result = GUI.HorizontalSlider(new Rect(0, sy, sw, ButtonHeight * 0.52f), value, min, max);
sy += ButtonHeight * 0.52f + Padding * 0.7f;
return result;
}
}
}