oni-priority-ux/mod/PLibUI/PTextFieldEvents.cs

160 lines
4.7 KiB
C#

/*
* Copyright 2022 Peter Han
* Permission is hereby granted, free of charge, to any person obtaining a copy of this software
* and associated documentation files (the "Software"), to deal in the Software without
* restriction, including without limitation the rights to use, copy, modify, merge, publish,
* distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all copies or
* substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING
* BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
* DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
using TMPro;
using UnityEngine;
using UnityEngine.UI;
namespace PeterHan.PLib.UI {
/// <summary>
/// A class instance that handles events for text fields.
/// </summary>
internal sealed class PTextFieldEvents : KScreen {
/// <summary>
/// The action to trigger on text change. It is passed the realized source object.
/// </summary>
[SerializeField]
internal PUIDelegates.OnTextChanged OnTextChanged { get; set; }
/// <summary>
/// The callback to invoke when validating input.
/// </summary>
[SerializeField]
internal TMP_InputField.OnValidateInput OnValidate { get; set; }
/// <summary>
/// The object to resize on text change.
/// </summary>
[SerializeField]
internal GameObject TextObject { get; set; }
[MyCmpReq]
#pragma warning disable IDE0044 // Add readonly modifier
#pragma warning disable CS0649
private TMP_InputField textEntry;
#pragma warning restore CS0649
#pragma warning restore IDE0044 // Add readonly modifier
/// <summary>
/// Whether editing is in progress.
/// </summary>
private bool editing;
internal PTextFieldEvents() {
activateOnSpawn = true;
editing = false;
TextObject = null;
}
/// <summary>
/// Completes the edit process one frame after the data is entered.
/// </summary>
private System.Collections.IEnumerator DelayEndEdit() {
yield return new WaitForEndOfFrame();
StopEditing();
}
public override float GetSortKey() {
return editing ? 99.0f : base.GetSortKey();
}
protected override void OnCleanUp() {
textEntry.onFocus -= OnFocus;
textEntry.onValueChanged.RemoveListener(OnValueChanged);
textEntry.onEndEdit.RemoveListener(OnEndEdit);
base.OnCleanUp();
}
protected override void OnSpawn() {
base.OnSpawn();
textEntry.onFocus += OnFocus;
textEntry.onValueChanged.AddListener(OnValueChanged);
textEntry.onEndEdit.AddListener(OnEndEdit);
if (OnValidate != null)
textEntry.onValidateInput = OnValidate;
}
/// <summary>
/// Triggered when editing of the text ends (field loses focus).
/// </summary>
/// <param name="text">The text entered.</param>
private void OnEndEdit(string text) {
var obj = gameObject;
if (obj != null) {
OnTextChanged?.Invoke(obj, text);
if (obj.activeInHierarchy)
StartCoroutine(DelayEndEdit());
}
}
/// <summary>
/// Triggered when the text field gains focus.
/// </summary>
private void OnFocus() {
editing = true;
textEntry.Select();
textEntry.ActivateInputField();
KScreenManager.Instance.RefreshStack();
}
/// <summary>
/// Destroys events if editing is in progress to prevent bubbling through to the
/// game UI.
/// </summary>
public override void OnKeyDown(KButtonEvent e) {
if (editing)
e.Consumed = true;
else
base.OnKeyDown(e);
}
/// <summary>
/// Destroys events if editing is in progress to prevent bubbling through to the
/// game UI.
/// </summary>
public override void OnKeyUp(KButtonEvent e) {
if (editing)
e.Consumed = true;
else
base.OnKeyUp(e);
}
/// <summary>
/// Triggered when the text box value changes.
/// </summary>
/// <param name="text">The text entered.</param>
private void OnValueChanged(string text) {
var obj = gameObject;
if (obj != null && TextObject != null) {
var rt = TextObject.rectTransform();
rt.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, LayoutUtility.
GetPreferredHeight(rt));
}
}
/// <summary>
/// Completes the edit process.
/// </summary>
private void StopEditing() {
if (textEntry != null && textEntry.gameObject.activeInHierarchy)
textEntry.DeactivateInputField();
editing = false;
}
}
}