UnityExplorer/src/UI/Shared/PageHandler.cs

170 lines
5.3 KiB
C#
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using System;
using ExplorerBeta.Config;
using UnityEngine;
using UnityEngine.UI;
namespace ExplorerBeta.UI.Shared
{
public enum Turn
{
Left,
Right
}
public class PageHandler
{
public PageHandler()
{
m_itemsPerPage = ModConfig.Instance?.Default_Page_Limit ?? 20;
}
public event Action OnPageChanged;
// For now this is just set when the PageHandler is created, based on config.
// At some point I might make it possible to change this after creation again.
public int ItemsPerPage => m_itemsPerPage;
private int m_itemsPerPage;
private int m_currentPage;
private GameObject m_pageUIHolder;
private Text m_currentPageLabel;
// set and maintained by owner of list
private int m_listCount;
public int ListCount
{
get => m_listCount;
set
{
m_listCount = value;
if (LastPage <= 0 && m_pageUIHolder.activeSelf)
{
m_pageUIHolder.SetActive(false);
}
else if (LastPage > 0 && !m_pageUIHolder.activeSelf)
{
m_pageUIHolder.SetActive(true);
}
RefreshUI();
}
}
// the last page index (not using "index" to avoid confusion with next property)
public int LastPage => (int)Math.Ceiling(ListCount / (decimal)m_itemsPerPage) - 1;
// The index of the first element of the current page
public int IndexOffset
{
get
{
int offset = m_currentPage * m_itemsPerPage;
if (offset >= ListCount)
{
offset = 0;
m_currentPage = 0;
}
return offset;
}
}
public void TurnPage(Turn direction)
{
if (direction == Turn.Left)
{
if (m_currentPage > 0)
{
m_currentPage--;
OnPageChanged?.Invoke();
RefreshUI();
}
}
else
{
if (m_currentPage < LastPage)
{
m_currentPage++;
OnPageChanged?.Invoke();
RefreshUI();
}
}
}
#region UI
public void Show() => m_pageUIHolder?.SetActive(true);
public void Hide() => m_pageUIHolder?.SetActive(false);
public void RefreshUI()
{
m_currentPageLabel.text = $"Page {m_currentPage + 1} / {LastPage + 1}";
}
public void ConstructUI(GameObject parent)
{
m_pageUIHolder = UIFactory.CreateHorizontalGroup(parent);
Image image = m_pageUIHolder.GetComponent<Image>();
image.color = new Color(0f, 0f, 0f, 0f);
HorizontalLayoutGroup parentGroup = m_pageUIHolder.GetComponent<HorizontalLayoutGroup>();
parentGroup.childForceExpandHeight = true;
parentGroup.childForceExpandWidth = false;
parentGroup.childControlWidth = true;
parentGroup.childControlHeight = true;
LayoutElement parentLayout = m_pageUIHolder.AddComponent<LayoutElement>();
parentLayout.minHeight = 20;
parentLayout.flexibleHeight = 0;
parentLayout.minWidth = 290;
parentLayout.flexibleWidth = 30;
GameObject leftBtnObj = UIFactory.CreateButton(m_pageUIHolder);
Button leftBtn = leftBtnObj.GetComponent<Button>();
#if CPP
leftBtn.onClick.AddListener(new Action(() => { TurnPage(Turn.Left); }));
#else
leftBtn.onClick.AddListener(() => { TurnPage(Turn.Left); });
#endif
Text leftBtnText = leftBtnObj.GetComponentInChildren<Text>();
leftBtnText.text = "<";
LayoutElement leftBtnLayout = leftBtnObj.AddComponent<LayoutElement>();
leftBtnLayout.flexibleHeight = 0;
leftBtnLayout.flexibleWidth = 0;
leftBtnLayout.minWidth = 50;
leftBtnLayout.minHeight = 20;
GameObject labelObj = UIFactory.CreateLabel(m_pageUIHolder, TextAnchor.MiddleCenter);
m_currentPageLabel = labelObj.GetComponent<Text>();
m_currentPageLabel.text = "Page 1 / TODO";
LayoutElement textLayout = labelObj.AddComponent<LayoutElement>();
textLayout.flexibleWidth = 1.5f;
textLayout.preferredWidth = 200;
GameObject rightBtnObj = UIFactory.CreateButton(m_pageUIHolder);
Button rightBtn = rightBtnObj.GetComponent<Button>();
#if CPP
rightBtn.onClick.AddListener(new Action(() => { TurnPage(Turn.Right); }));
#else
rightBtn.onClick.AddListener(() => { TurnPage(Turn.Right); });
#endif
Text rightBtnText = rightBtnObj.GetComponentInChildren<Text>();
rightBtnText.text = ">";
LayoutElement rightBtnLayout = rightBtnObj.AddComponent<LayoutElement>();
rightBtnLayout.flexibleHeight = 0;
rightBtnLayout.flexibleWidth = 0;
rightBtnLayout.minWidth = 50;
rightBtnLayout.minHeight = 20;
ListCount = 0;
}
#endregion
}
}