Files
unity-popup-system/Runtime/PopupSystem.cs
Sebastian Bularca 0f675b9981 added code from unity
2026-04-06 20:45:03 +02:00

283 lines
11 KiB
C#

using System;
using System.Collections.Generic;
using Jovian.PopupSystem.UI;
using UnityEngine;
using UnityEngine.UI;
using Object = UnityEngine.Object;
namespace Jovian.PopupSystem {
/// <summary>
/// Core implementation of <see cref="IPopupSystem"/>. Created per game state, not as a singleton.
/// Manages category registration, trigger discovery, popup lifecycle, priority dismissal, and
/// tick-driven delay timers and animations. Pass a canvasParent to auto-scan triggers on construction.
/// </summary>
public sealed class PopupSystem : IPopupSystem {
readonly PopupSettings settings;
readonly PopupReference viewPrefab;
readonly Func<IPopupAnimator> animatorFactory;
readonly Transform canvasParent;
readonly Dictionary<PopupCategory, ViewState> categories = new();
readonly List<PopupTrigger> registeredTriggers = new();
/// <summary>
/// Creates a new popup system instance.
/// </summary>
/// <param name="settings">Configuration ScriptableObject with delays, priorities, and display settings.</param>
/// <param name="viewPrefab">The PopupReference prefab to instantiate per category.</param>
/// <param name="canvasParent">Optional parent Canvas transform. When provided, popup views are parented
/// here (inheriting CanvasScaler) and all PopupTrigger components are auto-scanned.</param>
/// <param name="animatorFactory">Optional factory for custom animators. Defaults to FadePopupAnimator.</param>
public PopupSystem(PopupSettings settings, PopupReference viewPrefab, Transform canvasParent = null, Func<IPopupAnimator> animatorFactory = null) {
this.settings = settings;
this.viewPrefab = viewPrefab;
this.canvasParent = canvasParent;
this.animatorFactory = animatorFactory ?? (() => new FadePopupAnimator());
// Auto-scan if a parent was provided
if(canvasParent != null) {
ScanTriggers(canvasParent);
}
}
/// <inheritdoc />
public void RegisterCategory(PopupCategory category, int priority = 0) {
if(categories.ContainsKey(category)) {
return;
}
var effectivePriority = settings.GetPriority(category);
if(effectivePriority == 0) {
effectivePriority = priority;
}
categories[category] = new ViewState {
priority = effectivePriority,
delay = settings.GetDelay(category),
animator = animatorFactory()
};
}
/// <inheritdoc />
public void Show(PopupCategory category, Action<PopupContentBuilder> buildContent,
RectTransform anchor = null, AnchorSide? anchorSide = null) {
if(!categories.TryGetValue(category, out var state)) {
return;
}
DismissLowerPriority(state.priority);
state.pendingBuild = buildContent;
state.pendingAnchor = anchor;
state.pendingAnchorSide = anchorSide ?? settings.defaultAnchorSide;
state.pendingScreenPos = null;
state.delayTimer = state.delay;
state.isPending = true;
}
/// <inheritdoc />
public void ShowAtPosition(PopupCategory category, Action<PopupContentBuilder> buildContent,
Vector2 screenPosition) {
if(!categories.TryGetValue(category, out var state)) {
return;
}
DismissLowerPriority(state.priority);
state.pendingBuild = buildContent;
state.pendingAnchor = null;
state.pendingScreenPos = screenPosition;
state.delayTimer = state.delay;
state.isPending = true;
}
/// <inheritdoc />
public void Hide(PopupCategory category) {
if(!categories.TryGetValue(category, out var state)) {
return;
}
state.isPending = false;
if(state.view != null && state.view.IsVisible) {
state.animator.Hide(state.view.CanvasGroup, settings.fadeDuration, () => {
state.view.SetVisible(false);
});
}
}
/// <inheritdoc />
public void HideAll() {
foreach(var kvp in categories) {
Hide(kvp.Key);
}
}
/// <inheritdoc />
public void Tick(float deltaTime) {
foreach(var kvp in categories) {
kvp.Value.animator.Tick(deltaTime);
}
foreach(var kvp in categories) {
var state = kvp.Value;
if(!state.isPending) {
continue;
}
state.delayTimer -= deltaTime;
if(state.delayTimer > 0f) {
continue;
}
state.isPending = false;
ShowImmediate(state);
}
foreach(var kvp in categories) {
var state = kvp.Value;
if(state.view != null && state.view.IsVisible && state.isFollowMouse) {
state.view.UpdatePosition();
}
}
}
/// <inheritdoc />
public void ScanTriggers(Transform parent) {
var triggers = parent.GetComponentsInChildren<PopupTrigger>(true);
foreach(var trigger in triggers) {
if(!registeredTriggers.Contains(trigger)) {
BindTrigger(trigger);
}
}
}
/// <inheritdoc />
public PopupTriggerView GetTriggerHandler(string gameObjectName) {
foreach(var trigger in registeredTriggers) {
if(trigger != null && trigger.gameObject.name == gameObjectName) {
return trigger.Handler;
}
}
return null;
}
/// <inheritdoc />
public IReadOnlyList<PopupTriggerView> GetTriggerHandlers(PopupCategory category) {
var result = new List<PopupTriggerView>();
foreach(var trigger in registeredTriggers) {
if(trigger != null && trigger.Category == category && trigger.Handler != null) {
result.Add(trigger.Handler);
}
}
return result;
}
/// <inheritdoc />
public void InitializeTriggersInChildren(Transform parent, Action<PopupTrigger, PopupTriggerView> configureTrigger) {
var triggers = parent.GetComponentsInChildren<PopupTrigger>(true);
foreach(var trigger in triggers) {
if(!registeredTriggers.Contains(trigger)) {
BindTrigger(trigger);
}
configureTrigger(trigger, trigger.Handler);
}
}
private void BindTrigger(PopupTrigger trigger) {
var handler = new PopupTriggerView(this);
trigger.Bind(handler);
registeredTriggers.Add(trigger);
}
/// <inheritdoc />
public void Dispose() {
foreach(var kvp in categories) {
if(kvp.Value.view?.Reference != null) {
Object.Destroy(kvp.Value.view.Reference.gameObject);
}
}
categories.Clear();
}
private void ShowImmediate(ViewState state) {
EnsureView(state);
state.view.ClearContent();
var builder = new PopupContentBuilder(state.view);
state.pendingBuild?.Invoke(builder);
// Activate before layout rebuild so Unity has an active hierarchy to calculate
state.view.CanvasGroup.alpha = 0f;
state.view.SetVisible(true);
// Force full layout rebuild so positioning has correct size on first show
Canvas.ForceUpdateCanvases();
LayoutRebuilder.ForceRebuildLayoutImmediate(state.view.Content);
LayoutRebuilder.ForceRebuildLayoutImmediate((RectTransform)state.view.Transform);
if(state.pendingScreenPos.HasValue) {
state.view.SetFixedPosition(state.pendingScreenPos.Value, settings.screenEdgePadding);
state.isFollowMouse = false;
}
else if(state.pendingAnchor != null) {
state.view.SetAnchorMode(state.pendingAnchor, state.pendingAnchorSide, settings.screenEdgePadding);
state.isFollowMouse = false;
}
else {
state.view.SetFollowMouseMode(settings.followMouseOffset, settings.screenEdgePadding);
state.isFollowMouse = true;
}
state.view.UpdatePosition();
state.animator.Show(state.view.CanvasGroup, settings.fadeDuration, null);
}
private void EnsureView(ViewState state) {
if(state.view != null) {
return;
}
PopupReference popupRef;
if(canvasParent != null) {
popupRef = Object.Instantiate(viewPrefab, canvasParent);
}
else {
popupRef = Object.Instantiate(viewPrefab);
}
var canvas = popupRef.GetComponent<Canvas>();
if(canvas != null) {
canvas.overrideSorting = true;
canvas.sortingOrder = settings.sortingOrder;
}
state.view = new PopupView(popupRef, settings);
state.view.SetVisible(false);
state.view.SetMaxWidth(settings.maxPopupWidth);
}
private void DismissLowerPriority(int showingPriority) {
foreach(var kvp in categories) {
var state = kvp.Value;
if(state.priority < showingPriority && state.view != null && state.view.IsVisible) {
state.isPending = false;
state.animator.Hide(state.view.CanvasGroup, settings.fadeDuration, () => {
state.view.SetVisible(false);
});
}
}
}
private sealed class ViewState {
public PopupView view;
public IPopupAnimator animator;
public int priority;
public float delay;
public float delayTimer;
public bool isPending;
public bool isFollowMouse;
public Action<PopupContentBuilder> pendingBuild;
public RectTransform pendingAnchor;
public AnchorSide pendingAnchorSide;
public Vector2? pendingScreenPos;
}
}
}