oni-priority-ux/mod/PLibOptions/CategoryExpandHandler.cs

103 lines
3.4 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 PeterHan.PLib.UI;
using UnityEngine;
using UnityEngine.Events;
namespace PeterHan.PLib.Options {
/// <summary>
/// Handles events for expanding and contracting options categories.
/// </summary>
internal sealed class CategoryExpandHandler {
/// <summary>
/// The realized panel containing the options.
/// </summary>
private GameObject contents;
/// <summary>
/// The initial state of the button.
/// </summary>
private readonly bool initialState;
/// <summary>
/// The realized toggle button.
/// </summary>
private GameObject toggle;
/// <summary>
/// Creates a new options category.
/// </summary>
/// <param name="initialState">true to start expanded, or false to start collapsed.</param>
public CategoryExpandHandler(bool initialState = true) {
this.initialState = initialState;
}
/// <summary>
/// Fired when the options category is expanded or contracted.
/// </summary>
/// <param name="on">true if the button is on, or false if it is off.</param>
public void OnExpandContract(GameObject _, bool on) {
var scale = on ? Vector3.one : Vector3.zero;
if (contents != null) {
var rt = contents.rectTransform();
rt.localScale = scale;
if (rt != null)
UnityEngine.UI.LayoutRebuilder.MarkLayoutForRebuild(rt);
}
}
/// <summary>
/// Fired when the header is clicked.
/// </summary>
private void OnHeaderClicked() {
if (toggle != null) {
bool state = PToggle.GetToggleState(toggle);
PToggle.SetToggleState(toggle, !state);
}
}
/// <summary>
/// Fired when the category label is realized.
/// </summary>
/// <param name="header">The realized header label of the category.</param>
public void OnRealizeHeader(GameObject header) {
var button = header.AddComponent<UnityEngine.UI.Button>();
button.onClick.AddListener(new UnityAction(OnHeaderClicked));
button.interactable = true;
}
/// <summary>
/// Fired when the body is realized.
/// </summary>
/// <param name="panel">The realized body of the category.</param>
public void OnRealizePanel(GameObject panel) {
contents = panel;
OnExpandContract(null, initialState);
}
/// <summary>
/// Fired when the toggle button is realized.
/// </summary>
/// <param name="toggle">The realized expand/contract button.</param>
public void OnRealizeToggle(GameObject toggle) {
this.toggle = toggle;
}
}
}