316 lines
12 KiB
C#
316 lines
12 KiB
C#
/*
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* Copyright 2022 Peter Han
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* Permission is hereby granted, free of charge, to any person obtaining a copy of this software
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* and associated documentation files (the "Software"), to deal in the Software without
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* restriction, including without limitation the rights to use, copy, modify, merge, publish,
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* distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in all copies or
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* substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING
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* BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
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* DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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namespace PeterHan.PLib.UI {
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/// <summary>
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/// A custom UI combo box factory class.
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/// </summary>
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public sealed class PComboBox<T> : IUIComponent, IDynamicSizable where T : class,
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IListableOption {
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/// <summary>
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/// The default margin around items in the pulldown.
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/// </summary>
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private static readonly RectOffset DEFAULT_ITEM_MARGIN = new RectOffset(3, 3, 3, 3);
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/// <summary>
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/// Sets the selected option in a realized combo box.
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/// </summary>
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/// <param name="realized">The realized combo box.</param>
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/// <param name="option">The option to set.</param>
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/// <param name="fireListener">true to fire the on select listener, or false otherwise.</param>
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public static void SetSelectedItem(GameObject realized, IListableOption option,
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bool fireListener = false) {
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if (option != null && realized != null && realized.TryGetComponent(
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out PComboBoxComponent component))
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component.SetSelectedItem(option, fireListener);
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}
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/// <summary>
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/// The size of the sprite used to expand/contract the options.
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/// </summary>
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public Vector2 ArrowSize { get; set; }
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/// <summary>
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/// The combo box's background color.
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/// </summary>
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public ColorStyleSetting BackColor { get; set; }
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/// <summary>
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/// The size of the check mark sprite used on the selected option.
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/// </summary>
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public Vector2 CheckSize { get; set; }
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/// <summary>
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/// The content of this combo box.
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/// </summary>
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public IEnumerable<T> Content { get; set; }
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public bool DynamicSize { get; set; }
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/// <summary>
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/// The background color for each entry in the combo box pulldown.
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/// </summary>
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public ColorStyleSetting EntryColor { get; set; }
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/// <summary>
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/// The flexible size bounds of this combo box.
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/// </summary>
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public Vector2 FlexSize { get; set; }
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/// <summary>
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/// The initially selected item of the combo box.
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/// </summary>
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public T InitialItem { get; set; }
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/// <summary>
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/// The margin around each item in the pulldown.
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/// </summary>
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public RectOffset ItemMargin { get; set; }
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/// <summary>
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/// The margin around the component.
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/// </summary>
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public RectOffset Margin { get; set; }
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/// <summary>
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/// The maximum number of items to be shown at once before a scroll bar is added.
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/// </summary>
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public int MaxRowsShown { get; set; }
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/// <summary>
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/// The minimum width in units (not characters!) of this text field.
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/// </summary>
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public int MinWidth { get; set; }
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public string Name { get; }
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/// <summary>
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/// The action to trigger when an item is selected. It is passed the realized source
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/// object.
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/// </summary>
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public PUIDelegates.OnDropdownChanged<T> OnOptionSelected { get; set; }
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public event PUIDelegates.OnRealize OnRealize;
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/// <summary>
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/// The text alignment in the combo box.
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/// </summary>
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public TextAnchor TextAlignment { get; set; }
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/// <summary>
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/// The combo box's text color, font, word wrap settings, and font size.
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/// </summary>
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public TextStyleSetting TextStyle { get; set; }
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/// <summary>
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/// The tool tip text.
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/// </summary>
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public string ToolTip { get; set; }
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public PComboBox() : this("Dropdown") { }
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public PComboBox(string name) {
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ArrowSize = new Vector2(8.0f, 8.0f);
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BackColor = null;
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CheckSize = new Vector2(12.0f, 12.0f);
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Content = null;
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DynamicSize = false;
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FlexSize = Vector2.zero;
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InitialItem = null;
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ItemMargin = DEFAULT_ITEM_MARGIN;
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Margin = PButton.BUTTON_MARGIN;
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MaxRowsShown = 6;
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MinWidth = 0;
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Name = name;
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TextAlignment = TextAnchor.MiddleLeft;
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TextStyle = null;
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ToolTip = null;
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}
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/// <summary>
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/// Adds a handler when this combo box is realized.
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/// </summary>
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/// <param name="onRealize">The handler to invoke on realization.</param>
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/// <returns>This combo box for call chaining.</returns>
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public PComboBox<T> AddOnRealize(PUIDelegates.OnRealize onRealize) {
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OnRealize += onRealize;
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return this;
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}
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public GameObject Build() {
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var combo = PUIElements.CreateUI(null, Name);
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var style = TextStyle ?? PUITuning.Fonts.UILightStyle;
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var entryColor = EntryColor ?? PUITuning.Colors.ButtonBlueStyle;
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RectOffset margin = Margin, im = ItemMargin;
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// Background color
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var bgImage = combo.AddComponent<KImage>();
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var backColorStyle = BackColor ?? PUITuning.Colors.ButtonBlueStyle;
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UIDetours.COLOR_STYLE_SETTING.Set(bgImage, backColorStyle);
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PButton.SetupButtonBackground(bgImage);
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// Need a LocText (selected item)
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var selection = PUIElements.CreateUI(combo, "SelectedItem");
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if (MinWidth > 0)
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selection.SetMinUISize(new Vector2(MinWidth, 0.0f));
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var selectedLabel = PUIElements.AddLocText(selection, style);
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// Vertical flow panel with the choices
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var contentContainer = PUIElements.CreateUI(null, "Content");
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contentContainer.AddComponent<VerticalLayoutGroup>().childForceExpandWidth = true;
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// Scroll pane with items is laid out below everything else
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var pullDown = new PScrollPane("PullDown") {
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ScrollHorizontal = false, ScrollVertical = true, AlwaysShowVertical = true,
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FlexSize = Vector2.right, TrackSize = 8.0f, BackColor = entryColor.
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inactiveColor
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}.BuildScrollPane(combo, contentContainer);
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// Add a black border (Does not work, covered by the combo box buttons...)
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#if false
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var pdImage = pullDown.GetComponent<Image>();
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pdImage.sprite = PUITuning.Images.BoxBorder;
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pdImage.type = Image.Type.Sliced;
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#endif
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pullDown.rectTransform().pivot = new Vector2(0.5f, 1.0f);
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// Initialize the drop down
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var comboBox = combo.AddComponent<PComboBoxComponent>();
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comboBox.CheckColor = style.textColor;
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comboBox.ContentContainer = contentContainer.rectTransform();
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comboBox.EntryPrefab = BuildRowPrefab(style, entryColor);
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comboBox.MaxRowsShown = MaxRowsShown;
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comboBox.Pulldown = pullDown;
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comboBox.SelectedLabel = selectedLabel;
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comboBox.SetItems(Content);
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comboBox.SetSelectedItem(InitialItem);
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comboBox.OnSelectionChanged = (obj, item) => OnOptionSelected?.Invoke(obj.
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gameObject, item as T);
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// Inner component with the pulldown image
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var image = PUIElements.CreateUI(combo, "OpenImage");
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var icon = image.AddComponent<Image>();
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icon.sprite = PUITuning.Images.Contract;
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icon.color = style.textColor;
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// Button component
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var dropButton = combo.AddComponent<KButton>();
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PButton.SetupButton(dropButton, bgImage);
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UIDetours.FG_IMAGE.Set(dropButton, icon);
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dropButton.onClick += comboBox.OnClick;
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// Add tooltip
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PUIElements.SetToolTip(selection, ToolTip);
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combo.SetActive(true);
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// Button gets laid out on the right, rest of space goes to the label
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// Scroll pane is laid out on the bottom
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var layout = combo.AddComponent<RelativeLayoutGroup>();
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layout.AnchorYAxis(selection).SetLeftEdge(selection, fraction:
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0.0f).SetRightEdge(selection, toLeft: image).AnchorYAxis(image).SetRightEdge(
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image, fraction: 1.0f).SetMargin(selection, new RectOffset(margin.left,
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im.right, margin.top, margin.bottom)).SetMargin(image, new RectOffset(0,
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margin.right, margin.top, margin.bottom)).OverrideSize(image, ArrowSize).
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AnchorYAxis(pullDown, 0.0f).OverrideSize(pullDown, Vector2.up);
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layout.LockLayout();
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if (DynamicSize)
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layout.UnlockLayout();
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// Disable sizing on the pulldown
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pullDown.AddOrGet<LayoutElement>().ignoreLayout = true;
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// Scroll pane is hidden right away
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pullDown.SetActive(false);
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layout.flexibleWidth = FlexSize.x;
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layout.flexibleHeight = FlexSize.y;
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OnRealize?.Invoke(combo);
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return combo;
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}
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/// <summary>
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/// Builds a row selection prefab object for this combo box.
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/// </summary>
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/// <param name="style">The text style for the entries.</param>
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/// <param name="entryColor">The color for the entry backgrounds.</param>
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/// <returns>A template for each row in the dropdown.</returns>
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private GameObject BuildRowPrefab(TextStyleSetting style, ColorStyleSetting entryColor)
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{
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var im = ItemMargin;
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var rowPrefab = PUIElements.CreateUI(null, "RowEntry");
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// Background of the entry
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var bgImage = rowPrefab.AddComponent<KImage>();
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UIDetours.COLOR_STYLE_SETTING.Set(bgImage, entryColor);
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UIDetours.APPLY_COLOR_STYLE.Invoke(bgImage);
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// Checkmark for the front of the entry
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var isSelected = PUIElements.CreateUI(rowPrefab, "Selected");
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var fgImage = isSelected.AddComponent<Image>();
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fgImage.color = style.textColor;
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fgImage.preserveAspect = true;
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fgImage.sprite = PUITuning.Images.Checked;
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// Button for the entry to select it
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var entryButton = rowPrefab.AddComponent<KButton>();
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PButton.SetupButton(entryButton, bgImage);
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UIDetours.FG_IMAGE.Set(entryButton, fgImage);
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// Tooltip for the entry
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rowPrefab.AddComponent<ToolTip>();
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// Text for the entry
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var textContainer = PUIElements.CreateUI(rowPrefab, "Text");
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PUIElements.AddLocText(textContainer, style).SetText(" ");
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// Configure the entire layout in 1 statement! (jk this is awful)
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var group = rowPrefab.AddComponent<RelativeLayoutGroup>();
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group.AnchorYAxis(isSelected).OverrideSize(isSelected, CheckSize).SetLeftEdge(
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isSelected, fraction: 0.0f).SetMargin(isSelected, im).AnchorYAxis(
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textContainer).SetLeftEdge(textContainer, toRight: isSelected).SetRightEdge(
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textContainer, 1.0f).SetMargin(textContainer, new RectOffset(0, im.right,
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im.top, im.bottom)).LockLayout();
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rowPrefab.SetActive(false);
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return rowPrefab;
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}
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/// <summary>
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/// Sets the default Klei pink button style as this combo box's foreground color and text style.
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/// </summary>
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/// <returns>This combo box for call chaining.</returns>
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public PComboBox<T> SetKleiPinkStyle() {
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TextStyle = PUITuning.Fonts.UILightStyle;
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BackColor = PUITuning.Colors.ButtonPinkStyle;
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return this;
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}
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/// <summary>
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/// Sets the default Klei blue button style as this combo box's foreground color and text style.
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/// </summary>
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/// <returns>This combo box for call chaining.</returns>
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public PComboBox<T> SetKleiBlueStyle() {
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TextStyle = PUITuning.Fonts.UILightStyle;
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BackColor = PUITuning.Colors.ButtonBlueStyle;
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return this;
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}
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/// <summary>
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/// Sets the minimum (and preferred) width of this combo box in characters.
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///
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/// The width is computed using the currently selected text style.
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/// </summary>
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/// <param name="chars">The number of characters to be displayed.</param>
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/// <returns>This combo box for call chaining.</returns>
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public PComboBox<T> SetMinWidthInCharacters(int chars) {
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int width = Mathf.RoundToInt(chars * PUIUtils.GetEmWidth(TextStyle));
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if (width > 0)
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MinWidth = width;
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return this;
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}
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public override string ToString() {
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return string.Format("PComboBox[Name={0}]", Name);
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}
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}
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}
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