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UIFramework
A UI For settings in Rumble VR
| Last updated | 2 days ago |
| Total downloads | 523 |
| Total rating | 2 |
| Categories | Mods Tools Libraries |
| Dependency string | Reverb_and___and_Spice-UIFramework-0.9.0 |
| Dependants | 22 other packages depend on this package |
This mod requires the following mods to function
LavaGang-MelonLoader
The World's First Universal Mod Loader for Unity Games compatible with both Il2Cpp and Mono
Preferred version: 0.7.2README
btw: The changelog doubles as a feature list
New in 0.9.0
New Feature: Reactivity Update!
UI Framework can now refresh without the user having to press save or manually reloading the tabNew Feature: Update UI with current values.
UI now refreshes when an entry value for a preference changesNew Feature: IsHidden support for categories
UI Framework will now appropriately not show categories with the IsHidden property set to true.New Feature: Modders can now implement an UserEditNotifier validator class.
This can notify you when the user has edited their entry even when it hasn't been applied to their saved value yet.Combined with the previous new feature, you can now adjust your UI according to your users' inputs
The following example uses it to change the visibility of certain categories based on user input without them having to hit save
//Create a method you can pass as a delegate
internal static void UpdateCategoryVis(object newValue)
{
Experimental.IsHidden = !(bool)newValue;
TestBooleans.IsHidden = !(bool)newValue;
TestEmptyDisplayName.IsHidden = !(bool)newValue;
}
Create a new instance of UserEditNotifier and set this as the action for OnUserEdit
EnableDebugMode = CatUIFramework.CreateEntry("EnableDebugMode", false, "Enable Debug Logs", "Enables or disables debug logs for UIFramework.", false, false, new UserEditNotifier { OnUserEdit = UpdateCategoryVis });
New Feature: Modders can now request the window to refresh its UI.
Just call UI.RequestRefresh(modInstance)
New Feature: Dynamic dropdown support
UI Framework now supports custom dropdown contents, not just from enums.Create an items list
// It takes a list of DropdownItems which take a string as a display name, and a value of type object
List<DropdownItem> itemList = new();
Create an instance of the DynamicDropdownDescriptor class passing the item list as a parameter in the constructor
public static DynamicDropdownDescriptor DropdownDescriptor = new(itemList);
Add items with
DropdownDescriptor.AddDropdownItem(new DropdownItem("Display Name", value));
or declare a list separately and set it with SetDropdownItems
Pass it into the CreateEntry validator parameter
DropdownTest = Category.CreateEntry("DropdownTest", -1, "Dropdown Test", "Dynamic dropdown test.", false, false, DropdownDescriptor);
Bug Fix: Added Flatland support
UI Framework now works in FlatlandFor Users
Drop the dll in your mods folder.
Default toggle is the F9 key
Changing a value of an entry automatically updates the value of the preference and is applied. How that preference's parent mod reacts depends on the modder's implementation.
* the above is no longer true as of 0.8.0. Values will not update until the saved button has been clicked
The save button writes it to the file for permanent storage. Closing your game might also save preferences to file automatically depending on whether it's closed from the game window or through Steam. Stopping through Steam doesn't save because it force closes it.
For Modders
A (more) detailed API Overview exists over at https://github.com/Reverb-And-Spice/UIFramework/blob/main/API_OverView.md
Basic Registration
Add [assembly: MelonAdditionalDependencies("UIFramework")] to your AssemblyInfo. This prevents your mod from calling on UIFramework before it's been initialized.
Define your MelonPreferences in OnInitializeMelon and then register them to the UI.
UI.Register(this, TestCategory1, TestCategory2...);
Right now, support is limited to common types like string, int, bool, double, float, and enums without the flags attribute. Working on expanding this.
Type Support: Whatever works with Tomlet
Expanded Type Support details
Support is no longer limited to the types mentioned above. Serialization and parsing is now handled by Tomlet. This means that it supports types described in Toml 1.0.0 and whatever Tomlet supports. You can even make your own custom mappers
Caveat: Types handled by Tomlet will be presented as regular text inputs and they might not always look good. Numerics will have the appropriate filters. I do plan to continue expanding the number of custom UI presenters like I did with enums and booleans.
Optional: OnSave Event Handler
You can add an event handler that gets called when the save button is clicked while your mod is selected.
private void MyModSaved()
{
// Do something when the save button is clicked while your mod is selected
}
UI.Register((MelonBase)this, OBSAutoRecorderSettings, TestCategory1, TestCategory2...).OnModSaved += MyModSaved;
Casting to melonbase isn't necessary but it forces your compiler to use the newer MelonBase registration instead of the obsolete MelonMod registration In the future, all mods will be registered as MelonBase by default and the cast won't be needed. But the cast makes sure that your mod won't break when the old MelonMod registration gets removed
Optional: Custom display names
Add [assembly: UIInfo("My Mod's Better\nDisplay Name")] to your assembly attributes to change how the mod's name is displayed
in the UI. Line breaks are supported.
Advanced Usage
I moved this section the API Overview
If you haven't used melonpreferences before
I detail usage and creation here: https://github.com/Reverb-And-Spice/UIFramework/blob/main/API_OverView.md#melonpreferences
And the official docs are here: https://melonwiki.xyz/#/modders/preferences?id=melon-preferences
Ongoing Development Disclosure
This mod is in active development. The plan is to increase extensibility.
Basic MelonPreferences registration is stable and should always be backwards compatible.
So while advanced API usage will have a lot of changes for the time that this mod is in Version 0.x.x,
mods that implement the basic use case of this framework don't have to worry about breaking in the future (as long as I don't mess up too bad).
Oops (0.6.2)
Well, so much for always be backwards compatible. In order to support plugins, I'm having to change .Register to use MelonBase as the instance instead of MelonMod Currently, I have an obsolete bridging function for backwards compatibility. But that will be removed in a future version if I'm confident that enough mods have migrated that it won't be too big of a problem.
In order to make your mod future proof, explicitly cast your MelonMod instance to MelonBase in your next update. You don't need to publish that update now for this small change but it makes it so that when the old function does become actually deprecated, you won't need to push an update specific to it.
UI.Register((MelonBase)this, TestCategory1, TestCategory2);
Okay, so for real this time: Basic MelonPreferences registration is stable and should always be backwards compatible.
XML Documentation File
You can place the .xml documentation file for UIFramework in the same folder as the dll to get intellisense documentation for the API. It is currently incomplete, however but I do add to it every update.