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Custom Round Popup (MapNotification)

Sprite

Import 75x75px size round sprite that will be used as a popup image.

In my example it's 'custom_map_notification_sprite'

BrushLayer/Style

In YOUR_MODULE/GUI/Brushes copy file /SandBox/GUI/Brushes/MapNotification.xml, rename it to CustomMapNotification.xml (or similar, do not leave the original name! )

About renamed file - still overwrites previous mod with custom brush :(

If we have such load order of our mod and another mod loaded after our mod and we have such files:

  • /SandBox/GUI/Brushes/MapNotification.xml
  • /OUR_MOD/GUI/Brushes/MapNotification.xml
  • /OTHER_MOD/GUI/Brushes/MapNotification.xml

then

/OUR_MOD/GUI/Brushes/MapNotification.xml overwrites /SandBox/GUI/Brushes/MapNotification.xml /OTHER_MOD/GUI/Brushes/MapNotification.xml overwrites /OUR_MOD/GUI/Brushes/MapNotification.xml

if we have like this:

  • /SandBox/GUI/Brushes/MapNotification.xml
  • /OUR_MOD/GUI/Brushes/CustomMapNotification.xml
  • /OTHER_MOD/GUI/Brushes/MapNotification.xml

then

/OTHER_MOD/GUI/Brushes/MapNotification.xml overwrites only /SandBox/GUI/Brushes/MapNotification.xml

and our mod can use our custom Brush from our renamed CustomMapNotification.xml file!

if we have like this:

  • /SandBox/GUI/Brushes/MapNotification.xml
  • /OUR_MOD/GUI/Brushes/CustomMapNotification.xml
  • /OTHER_MOD/GUI/Brushes/AnotherCustomMapNotification.xml

then

AnotherCustomMapNotification.xml overwrites everything :(

Explanation

Link

In this file add

<BrushLayer Name="custom_map_notification" Sprite="custom_map_notification_sprite" IsHidden="true" />

into

<Brushes>
    <Brush Name="Map.Notification.Type.Circle.Image">
        <Layers>

and

<Style Name="custom_map_notification">
    <BrushLayer Name="custom_map_notification" IsHidden="false" />
</Style>

into

<Brushes>
    <Brush Name="Map.Notification.Type.Circle.Image">
        <Styles>
Should look like this: (... means ommited text)
...
<Brush Name="Map.Notification.Type.Circle.Image">
    <Layers>
        ...
        <BrushLayer Name="alley_under_attack" Sprite="SPGeneral\MapNotification\notification_illustration_back_alley" IsHidden="true" />

        <BrushLayer Name="custom_map_notification" Sprite="custom_map_notification_sprite" IsHidden="true" />

    </Layers>
    <Styles>
        ...
        <Style Name="alley_under_attack">
            <BrushLayer Name="alley_under_attack" IsHidden="false" />
        </Style>

        <Style Name="custom_map_notification">
            <BrushLayer Name="custom_map_notification" IsHidden="false" />
        </Style>

    </Styles>
</Brush>
...

Code

Add this code:

public class CustomMapNotificationVM : MapNotificationItemBaseVM
{
    public CustomMapNotificationVM(CustomMapNotification data) : base(data)
    {
        base.NotificationIdentifier = "custom_map_notification";

        this._onInspect = delegate ()
        {
            // some action on mouse-click on the notification
            SoundEvent.PlaySound2D("event:/ui/notification/quest_start"); // example
        };
    }
}


public class CustomMapNotification : InformationData
{
    public CustomMapNotification(TextObject description) : base(description) { }

    public override TextObject TitleText
    {
        get
        {
            return new TextObject("Can read!"); // not sure where this is used
        }
    }

    public override string SoundEventPath
    {
        get
        {
            return "event:/ui/notification/kingdom_decision";   // play this sound on popup
        }
    }
}


[HarmonyPatch(typeof(MapNotificationVM), "PopulateTypeDictionary")]
internal class PopulateNotificationsPatch
{
    private static void Postfix(MapNotificationVM __instance)
    {
        Dictionary<Type, Type> dic = (Dictionary<Type, Type>)__instance.GetType().GetField("_itemConstructors", BindingFlags.Instance | BindingFlags.NonPublic).GetValue(__instance);
        dic.Add(typeof(CustomMapNotification), typeof(CustomMapNotificationVM));
    }
}


public class CustomSaveDefiner : SaveableTypeDefiner
{
    public CustomSaveDefiner() : base(YOUR_MOD_ID)  { }

    protected override void DefineClassTypes()
    {
        base.AddClassDefinition(typeof(CustomMapNotification), 1);
    }

}
Make sure you have Harmony activated

In your SubModule.cs:

protected override void OnSubModuleLoad() {
    base.OnSubModuleLoad();
    Harmony harmony = new Harmony("YOUR_MOD_TEXT_ID");
    harmony.PatchAll();
    ...

Execution

Generate the text you want to show in the popup:

Example:

TextObject msg = new("{HERO_NAME} learned how to read!");
msg.SetTextVariable("HERO_NAME", hero.Name.ToString());

Create popup:

Campaign.Current.CampaignInformationManager.NewMapNoticeAdded(new CustomMapNotification(msg));

Credits

Huge thanks to:

  • ⚔ Artem ⚔ - for the whole code and explanation how to do this with screenshots and examples

  • order_without_power - for the help in my fight to modify the Brushes without overwriting them and for the advice to rename the brushes file