litter-biotech/Source/Settings/LBTSettings.cs

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2023-01-15 10:55:51 +11:00
using UnityEngine;
using Verse;
// If it isn't blatantly obvious, I unabashedly ripped this settings template from RJW, minus the fact that
// I won't be (personally) supporting multiplayer, and it's all in one file - but I digress ...
namespace LitterBiotech
{
class LBTSettingsController : Mod
{
public LBTSettingsController(ModContentPack content) : base(content)
{
GetSettings<LBTSettings>();
}
public override string SettingsCategory()
{
return "LBTSettings".Translate();
}
public override void DoSettingsWindowContents(Rect inRect)
{
LBTSettings.DoWindowContents(inRect);
}
}
public class LBTSettings : ModSettings
{
// For my own sanity, all now and future settings will have a default disabled/false state (at least, that's the plan), and
// the settings name and description should reflect that (not that I'm going to add that many settings, mind you)
public static bool devMode = false;
public static bool regretStealingLovinThoughtDisabled = false;
public static void DoWindowContents(Rect inRect)
{
// Shrink the settings window a bit - don't need to be that w i d e
inRect.width = inRect.width - 400;
inRect.x = inRect.x + 200;
Listing_Standard listingStandard = new Listing_Standard();
listingStandard.Begin(inRect);
listingStandard.Gap(4f);
listingStandard.CheckboxLabeled("EnableLBTDevLogging".Translate(), ref devMode, "EnableLBTDevLoggingDesc".Translate());
listingStandard.Gap(4f);
listingStandard.CheckboxLabeled("RegretStealingLovinThoughtDisabled".Translate(), ref regretStealingLovinThoughtDisabled, "RegretStealingLovinThoughtDisabledDesc".Translate());
listingStandard.End();
}
public override void ExposeData()
{
base.ExposeData();
Scribe_Values.Look(ref devMode, "EnableLBTDevLogging", devMode, true);
Scribe_Values.Look(ref regretStealingLovinThoughtDisabled, "regretStealingLovinThoughtDisabled", regretStealingLovinThoughtDisabled, true);
}
}
}