UnityExplorer/src/UI/Shared/PageHandler.cs

227 lines
6.6 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using UnityExplorer.Config;
using UnityEngine;
using UnityEngine.UI;
using UnityExplorer.Helpers;
namespace UnityExplorer.UI.Shared
{
public enum Turn
{
Left,
Right
}
// TODO:
// - Input for setting page directly
public class PageHandler : IEnumerator
{
public PageHandler(SliderScrollbar scroll)
{
ItemsPerPage = ModConfig.Instance?.Default_Page_Limit ?? 20;
m_scrollbar = scroll;
}
public event Action OnPageChanged;
private readonly SliderScrollbar m_scrollbar;
// 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 { get; }
// IEnumerator.Current
public object Current => m_currentIndex;
private int m_currentIndex = 0;
public int CurrentPage
{
get => m_currentPage;
set
{
if (value < PageCount)
m_currentPage = value;
}
}
private int m_currentPage;
// ui
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 (PageCount <= 0 && m_pageUIHolder.activeSelf)
{
m_pageUIHolder.SetActive(false);
}
else if (PageCount > 0 && !m_pageUIHolder.activeSelf)
{
m_pageUIHolder.SetActive(true);
}
RefreshUI();
}
}
public int PageCount => (int)Math.Ceiling(ListCount / (decimal)ItemsPerPage) - 1;
// The index of the first element of the current page
public int StartIndex
{
get
{
int offset = m_currentPage * ItemsPerPage;
if (offset >= ListCount)
{
offset = 0;
m_currentPage = 0;
}
return offset;
}
}
public int EndIndex
{
get
{
int end = StartIndex + ItemsPerPage;
if (end >= ListCount)
end = ListCount - 1;
return end;
}
}
// IEnumerator.MoveNext()
public bool MoveNext()
{
m_currentIndex++;
return m_currentIndex < StartIndex + ItemsPerPage;
}
// IEnumerator.Reset()
public void Reset()
{
m_currentIndex = StartIndex - 1;
}
public IEnumerator<int> GetEnumerator()
{
Reset();
while (MoveNext())
{
yield return m_currentIndex;
}
}
public void TurnPage(Turn direction)
{
bool didTurn = false;
if (direction == Turn.Left)
{
if (m_currentPage > 0)
{
m_currentPage--;
didTurn = true;
}
}
else
{
if (m_currentPage < PageCount)
{
m_currentPage++;
didTurn = true;
}
}
if (didTurn)
{
if (m_scrollbar != null)
m_scrollbar.m_scrollbar.value = 1;
OnPageChanged?.Invoke();
RefreshUI();
}
}
#region UI CONSTRUCTION
public void Show() => m_pageUIHolder?.SetActive(true);
public void Hide() => m_pageUIHolder?.SetActive(false);
public void RefreshUI()
{
m_currentPageLabel.text = $"Page {m_currentPage + 1} / {PageCount + 1}";
}
public void ConstructUI(GameObject parent)
{
m_pageUIHolder = UIFactory.CreateHorizontalGroup(parent);
Image image = m_pageUIHolder.GetComponent<Image>();
image.color = new Color(0.2f, 0.2f, 0.2f, 0.5f);
HorizontalLayoutGroup mainGroup = m_pageUIHolder.GetComponent<HorizontalLayoutGroup>();
mainGroup.childForceExpandHeight = true;
mainGroup.childForceExpandWidth = false;
mainGroup.childControlWidth = true;
mainGroup.childControlHeight = true;
LayoutElement mainLayout = m_pageUIHolder.AddComponent<LayoutElement>();
mainLayout.minHeight = 25;
mainLayout.flexibleHeight = 0;
mainLayout.minWidth = 100;
mainLayout.flexibleWidth = 5000;
GameObject leftBtnObj = UIFactory.CreateButton(m_pageUIHolder, new Color(0.15f, 0.15f, 0.15f));
Button leftBtn = leftBtnObj.GetComponent<Button>();
leftBtn.onClick.AddListener(() => { TurnPage(Turn.Left); });
Text leftBtnText = leftBtnObj.GetComponentInChildren<Text>();
leftBtnText.text = "◄";
LayoutElement leftBtnLayout = leftBtnObj.AddComponent<LayoutElement>();
leftBtnLayout.flexibleHeight = 0f;
leftBtnLayout.flexibleWidth = 1500f;
leftBtnLayout.minWidth = 25f;
leftBtnLayout.minHeight = 25f;
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.minWidth = 100f;
textLayout.flexibleWidth = 40f;
GameObject rightBtnObj = UIFactory.CreateButton(m_pageUIHolder, new Color(0.15f, 0.15f, 0.15f));
Button rightBtn = rightBtnObj.GetComponent<Button>();
rightBtn.onClick.AddListener(() => { TurnPage(Turn.Right); });
Text rightBtnText = rightBtnObj.GetComponentInChildren<Text>();
rightBtnText.text = "►";
LayoutElement rightBtnLayout = rightBtnObj.AddComponent<LayoutElement>();
rightBtnLayout.flexibleHeight = 0;
rightBtnLayout.flexibleWidth = 1500f;
rightBtnLayout.minWidth = 25f;
rightBtnLayout.minHeight = 25;
ListCount = 0;
}
#endregion
}
}