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Scene-Manager-DevRepo/SceneManager/EntryPoint.cs
2020-10-18 19:39:53 -06:00

113 lines
4.4 KiB
C#

using System;
using System.ComponentModel.Design.Serialization;
using System.Drawing.Text;
using System.IO;
using System.Linq;
using System.Reflection;
using System.Windows.Forms;
using Rage;
[assembly: Rage.Attributes.Plugin("Scene Manager", Author = "Rich", Description = "Control your scenes with custom AI pathing and traffic barrier management.", PrefersSingleInstance = true)]
namespace SceneManager
{
public class EntryPoint
{
internal static void Main()
{
if (CheckRNUIVersion())
{
AppDomain.CurrentDomain.DomainUnload += MyTerminationHandler;
Settings.LoadSettings();
GetAssemblyVersion();
MenuManager.InstantiateMenus();
DisplayHintsToOpenMenu();
GameFiber UserInputFiber = new GameFiber(() => GetUserInput.LoopForUserInput());
UserInputFiber.Start();
}
else
{
Game.UnloadActivePlugin();
return;
}
void GetAssemblyVersion()
{
string version = Assembly.GetExecutingAssembly().GetName().Version.ToString();
Logger.Log($"Scene Manager V{version} is ready.");
}
}
private static bool CheckRNUIVersion()
{
var directory = Directory.GetCurrentDirectory();
var exists = File.Exists(directory + @"\RAGENativeUI.dll");
if (!exists)
{
Logger.Log($"RNUI was not found in the user's GTA V directory.");
Game.DisplayNotification($"~o~Scene Manager ~r~[Error]\n~w~RAGENativeUI.dll was not found in your GTA V directory. Please install RAGENativeUI and try again.");
return false;
}
var userVersion = Assembly.LoadFrom(directory + @"\RAGENativeUI.dll").GetName().Version;
Version requiredMinimumVersion = new Version("1.7.0.0");
if(userVersion >= requiredMinimumVersion)
{
Logger.Log($"User's RNUI version: {userVersion}");
return true;
}
else
{
Game.DisplayNotification($"~o~Scene Manager~r~[Error]\n~w~ Your RAGENativeUI.dll version is below 1.7, please update RAGENativeUI and try again.");
return false;
}
}
private static void DisplayHintsToOpenMenu()
{
if (Settings.ModifierKey == Keys.None && Settings.ModifierButton == ControllerButtons.None)
{
Hints.Display($"~o~Scene Manager ~y~[Hint]\n~w~ To open the menu, press the ~b~{Settings.ToggleKey} key ~w~or ~b~{Settings.ToggleButton} button");
}
else if (Settings.ModifierKey == Keys.None)
{
Hints.Display($"~o~Scene Manager ~y~[Hint]\n~w~ To open the menu, press the ~b~{Settings.ToggleKey} key ~w~or ~b~{Settings.ModifierButton} ~w~+ ~b~{Settings.ToggleButton} buttons");
}
else if (Settings.ModifierButton == ControllerButtons.None)
{
Hints.Display($"~o~Scene Manager ~y~[Hint]\n~w~ To open the menu, press ~b~{Settings.ModifierKey} ~w~+ ~b~{Settings.ToggleKey} ~w~or the ~b~{Settings.ToggleButton} button");
}
else
{
Hints.Display($"~o~Scene Manager ~y~[Hint]\n~w~ To open the menu, press the ~b~{Settings.ModifierKey} ~w~+ ~b~{Settings.ToggleKey} keys ~w~or ~b~{Settings.ModifierButton} ~w~+ ~b~{Settings.ToggleButton} buttons");
}
}
private static void MyTerminationHandler(object sender, EventArgs e)
{
// Clean up cones
foreach (Barrier barrier in BarrierMenu.barriers.Where(b => b.Object))
{
barrier.Object.Delete();
}
if (BarrierMenu.shadowBarrier)
{
BarrierMenu.shadowBarrier.Delete();
}
// Clean up paths
for (int i = 0; i < PathMainMenu.paths.Count; i++)
{
PathMainMenu.DeletePath(PathMainMenu.paths[i], PathMainMenu.Delete.All);
}
// Clear everything
BarrierMenu.barriers.Clear();
PathMainMenu.paths.Clear();
Logger.Log($"Plugin has shut down.");
Game.DisplayNotification($"~o~Scene Manager ~r~[Terminated]\n~w~ The plugin has shut down.");
}
}
}