forked from Shardstone/trail-into-darkness
188 lines
6.5 KiB
C#
188 lines
6.5 KiB
C#
using System;
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using System.Collections.Generic;
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using Jovian.PopupSystem.UI;
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using UnityEngine;
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using Object = UnityEngine.Object;
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namespace Jovian.PopupSystem {
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public sealed class PopupSystem : IPopupSystem {
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readonly PopupSettings settings;
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readonly PopupView viewPrefab;
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readonly Func<IPopupAnimator> animatorFactory;
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readonly Dictionary<PopupCategory, ViewState> categories = new();
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public PopupSystem(PopupSettings settings, PopupView viewPrefab, Func<IPopupAnimator> animatorFactory = null) {
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this.settings = settings;
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this.viewPrefab = viewPrefab;
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this.animatorFactory = animatorFactory ?? (() => new FadePopupAnimator());
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}
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public void RegisterCategory(PopupCategory category, int priority = 0) {
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if(categories.ContainsKey(category)) {
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return;
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}
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var effectivePriority = settings.GetPriority(category);
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if(effectivePriority == 0) {
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effectivePriority = priority;
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}
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categories[category] = new ViewState {
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priority = effectivePriority,
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delay = settings.GetDelay(category),
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animator = animatorFactory()
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};
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}
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public void Show(PopupCategory category, Action<PopupContentBuilder> buildContent,
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RectTransform anchor = null, AnchorSide? anchorSide = null) {
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if(!categories.TryGetValue(category, out var state)) {
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return;
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}
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DismissLowerPriority(state.priority);
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state.pendingBuild = buildContent;
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state.pendingAnchor = anchor;
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state.pendingAnchorSide = anchorSide ?? settings.defaultAnchorSide;
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state.pendingScreenPos = null;
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state.delayTimer = state.delay;
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state.isPending = true;
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}
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public void ShowAtPosition(PopupCategory category, Action<PopupContentBuilder> buildContent,
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Vector2 screenPosition) {
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if(!categories.TryGetValue(category, out var state)) {
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return;
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}
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DismissLowerPriority(state.priority);
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state.pendingBuild = buildContent;
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state.pendingAnchor = null;
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state.pendingScreenPos = screenPosition;
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state.delayTimer = state.delay;
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state.isPending = true;
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}
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public void Hide(PopupCategory category) {
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if(!categories.TryGetValue(category, out var state)) {
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return;
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}
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state.isPending = false;
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if(state.view != null && state.view.IsVisible) {
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state.animator.Hide(state.view.CanvasGroup, settings.fadeDuration, () => {
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state.view.SetVisible(false);
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});
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}
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}
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public void HideAll() {
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foreach(var kvp in categories) {
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Hide(kvp.Key);
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}
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}
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public void Tick(float deltaTime) {
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foreach(var kvp in categories) {
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kvp.Value.animator.Tick(deltaTime);
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}
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foreach(var kvp in categories) {
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var state = kvp.Value;
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if(!state.isPending) {
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continue;
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}
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state.delayTimer -= deltaTime;
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if(state.delayTimer > 0f) {
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continue;
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}
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state.isPending = false;
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ShowImmediate(state);
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}
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foreach(var kvp in categories) {
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var state = kvp.Value;
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if(state.view != null && state.view.IsVisible && state.isFollowMouse) {
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state.view.UpdatePosition();
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}
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}
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}
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public void Dispose() {
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foreach(var kvp in categories) {
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if(kvp.Value.view != null) {
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Object.Destroy(kvp.Value.view.gameObject);
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}
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}
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categories.Clear();
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}
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private void ShowImmediate(ViewState state) {
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EnsureView(state);
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state.view.ClearContent();
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var builder = new PopupContentBuilder(state.view);
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state.pendingBuild?.Invoke(builder);
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if(state.pendingScreenPos.HasValue) {
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state.view.SetFixedPosition(state.pendingScreenPos.Value, settings.screenEdgePadding);
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state.isFollowMouse = false;
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}
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else if(state.pendingAnchor != null) {
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state.view.SetAnchorMode(state.pendingAnchor, state.pendingAnchorSide, settings.screenEdgePadding);
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state.isFollowMouse = false;
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}
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else {
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state.view.SetFollowMouseMode(settings.followMouseOffset, settings.screenEdgePadding);
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state.isFollowMouse = true;
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}
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state.view.SetVisible(true);
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state.view.UpdatePosition();
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state.animator.Show(state.view.CanvasGroup, settings.fadeDuration, null);
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}
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private void EnsureView(ViewState state) {
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if(state.view != null) {
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return;
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}
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state.view = Object.Instantiate(viewPrefab);
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state.view.SetVisible(false);
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state.view.SetMaxWidth(settings.maxPopupWidth);
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var canvas = state.view.GetComponent<Canvas>();
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if(canvas != null) {
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canvas.sortingOrder = settings.sortingOrder;
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}
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}
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private void DismissLowerPriority(int showingPriority) {
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foreach(var kvp in categories) {
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var state = kvp.Value;
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if(state.priority < showingPriority && state.view != null && state.view.IsVisible) {
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state.isPending = false;
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state.animator.Hide(state.view.CanvasGroup, settings.fadeDuration, () => {
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state.view.SetVisible(false);
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});
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}
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}
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}
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private sealed class ViewState {
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public PopupView view;
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public IPopupAnimator animator;
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public int priority;
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public float delay;
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public float delayTimer;
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public bool isPending;
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public bool isFollowMouse;
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public Action<PopupContentBuilder> pendingBuild;
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public RectTransform pendingAnchor;
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public AnchorSide pendingAnchorSide;
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public Vector2? pendingScreenPos;
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}
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}
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}
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