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https://github.com/GrahamKracker/UnityExplorer.git
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Added Search page and AutoCompleter
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140
src/UI/Widgets/AutoComplete/AutoCompleter.cs
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140
src/UI/Widgets/AutoComplete/AutoCompleter.cs
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using UnityEngine.EventSystems;
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using UnityEngine.UI;
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using UnityExplorer.Core.Input;
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using UnityExplorer.Core.Runtime;
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using UnityExplorer.UI;
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using UnityExplorer.UI.Models;
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namespace UnityExplorer.UI.Widgets.AutoComplete
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{
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// todo add a 'close' button if the user wants to manually hide the suggestions box
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public static class AutoCompleter
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{
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public static ISuggestionProvider CurrentHandler;
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public static GameObject UIRoot => uiRoot;
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public static GameObject uiRoot;
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public static ButtonListSource<Suggestion> dataHandler;
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public static ScrollPool scrollPool;
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private static List<Suggestion> suggestions = new List<Suggestion>();
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private static int lastCaretPos;
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public static void Update()
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{
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if (!UIRoot || !UIRoot.activeSelf)
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return;
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if (suggestions.Any() && CurrentHandler != null)
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{
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if (!CurrentHandler.InputField.gameObject.activeInHierarchy)
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ReleaseOwnership(CurrentHandler);
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else
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{
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lastCaretPos = CurrentHandler.InputField.caretPosition;
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UpdatePosition();
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}
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}
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}
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public static void TakeOwnership(ISuggestionProvider provider)
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{
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CurrentHandler = provider;
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}
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public static void ReleaseOwnership(ISuggestionProvider provider)
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{
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if (CurrentHandler == null)
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return;
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if (CurrentHandler == provider)
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{
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CurrentHandler = null;
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UIRoot.SetActive(false);
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}
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}
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private static List<Suggestion> GetEntries() => suggestions;
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private static bool ShouldDisplay(Suggestion data, string filter) => true;
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public static void SetSuggestions(List<Suggestion> collection)
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{
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suggestions = collection;
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if (!suggestions.Any())
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UIRoot.SetActive(false);
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else
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{
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UIRoot.SetActive(true);
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dataHandler.RefreshData();
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scrollPool.Rebuild();
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//scrollPool.RefreshCells(true);
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}
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}
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private static void OnCellClicked(int dataIndex)
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{
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var suggestion = suggestions[dataIndex];
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CurrentHandler.OnSuggestionClicked(suggestion);
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}
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private static void SetCell(ButtonCell<Suggestion> cell, int index)
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{
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if (index < 0 || index >= suggestions.Count)
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{
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cell.Disable();
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return;
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}
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var suggestion = suggestions[index];
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cell.buttonText.text = suggestion.DisplayText;
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}
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private static void UpdatePosition()
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{
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if (CurrentHandler == null || !CurrentHandler.InputField.isFocused)
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return;
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var input = CurrentHandler.InputField;
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var textGen = input.textComponent.cachedTextGenerator;
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int caretPos = lastCaretPos;
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caretPos--;
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caretPos = Math.Max(0, caretPos);
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caretPos = Math.Min(textGen.characters.Count - 1, caretPos);
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var pos = textGen.characters[caretPos].cursorPos;
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pos = input.transform.TransformPoint(pos);
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uiRoot.transform.position = new Vector3(pos.x + 10, pos.y - 20, 0);
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}
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public static void ConstructUI()
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{
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var parent = UIManager.CanvasRoot;
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dataHandler = new ButtonListSource<Suggestion>(scrollPool, GetEntries, SetCell, ShouldDisplay, OnCellClicked);
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scrollPool = UIFactory.CreateScrollPool(parent, "AutoCompleter", out uiRoot, out GameObject scrollContent);
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var mainRect = uiRoot.GetComponent<RectTransform>();
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mainRect.pivot = new Vector2(0f, 1f);
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mainRect.anchorMin = new Vector2(0.45f, 0.45f);
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mainRect.anchorMax = new Vector2(0.65f, 0.6f);
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mainRect.offsetMin = Vector2.zero;
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mainRect.offsetMax = Vector2.zero;
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UIFactory.SetLayoutGroup<VerticalLayoutGroup>(scrollContent, true, false, true, false);
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scrollPool.Initialize(dataHandler, ButtonCell<Suggestion>.CreatePrototypeCell(parent));
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UIRoot.SetActive(false);
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}
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}
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}
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