using System.Linq;
using Microsoft.Xna.Framework;
using MLEM.Misc;
namespace MLEM.Ui.Elements {
///
/// A dropdown component to use inside of a .
/// A dropdown is a component that contains a hidden panel which is displayed upon pressing the dropdown button.
///
public class Dropdown : Button {
///
/// The panel that this dropdown contains. It will be displayed upon pressing the dropdown button.
///
public Panel Panel { get; private set; }
///
/// This property stores whether the dropdown is currently opened or not
///
public bool IsOpen {
get => !this.Panel.IsHidden;
set {
this.Panel.IsHidden = !value;
this.OnOpenedOrClosed?.Invoke(this);
}
}
///
/// An event that is invoked when changes
///
public GenericCallback OnOpenedOrClosed;
///
/// Creates a new dropdown with the given settings and no text or tooltip.
///
/// The dropdown's anchor
/// The dropdown button's size
/// The height of the . If this is 0, the panel will be set to .
/// Whether this dropdown's should automatically add a scroll bar to scroll towards elements that are beyond the area it covers.
/// Whether this dropdown's 's scroll bar should be hidden automatically if the panel does not contain enough children to allow for scrolling. This only has an effect if is .
public Dropdown(Anchor anchor, Vector2 size, float panelHeight = 0, bool scrollPanel = false, bool autoHidePanelScrollbar = true) : base(anchor, size) {
this.Initialize(panelHeight, scrollPanel, autoHidePanelScrollbar);
}
///
/// Creates a new dropdown with the given settings
///
/// The dropdown's anchor
/// The dropdown button's size
/// The text displayed on the dropdown button
/// The text displayed as a tooltip when hovering over the dropdown button
/// The height of the . If this is 0, the panel will be set to .
/// Whether this dropdown's should automatically add a scroll bar to scroll towards elements that are beyond the area it covers.
/// Whether this dropdown's 's scroll bar should be hidden automatically if the panel does not contain enough children to allow for scrolling. This only has an effect if is .
public Dropdown(Anchor anchor, Vector2 size, string text = null, string tooltipText = null, float panelHeight = 0, bool scrollPanel = false, bool autoHidePanelScrollbar = true) : base(anchor, size, text, tooltipText) {
this.Initialize(panelHeight, scrollPanel, autoHidePanelScrollbar);
}
///
/// Creates a new dropdown with the given settings
///
/// The dropdown's anchor
/// The dropdown button's size
/// The text displayed on the dropdown button
/// The text displayed as a tooltip when hovering over the dropdown button
/// The height of the . If this is 0, the panel will be set to .
/// Whether this dropdown's should automatically add a scroll bar to scroll towards elements that are beyond the area it covers.
/// Whether this dropdown's 's scroll bar should be hidden automatically if the panel does not contain enough children to allow for scrolling. This only has an effect if is .
public Dropdown(Anchor anchor, Vector2 size, Paragraph.TextCallback textCallback = null, Paragraph.TextCallback tooltipTextCallback = null, float panelHeight = 0, bool scrollPanel = false, bool autoHidePanelScrollbar = true) : base(anchor, size, textCallback, tooltipTextCallback) {
this.Initialize(panelHeight, scrollPanel, autoHidePanelScrollbar);
}
///
/// Adds an element to this dropdown's
///
/// The element to add
/// The index to add the child at, or -1 to add it to the end of the list
public void AddElement(Element element, int index = -1) {
this.Panel.AddChild(element, index);
// Since the dropdown causes elements to be over each other,
// usual gamepad code doesn't apply
element.GetGamepadNextElement = (dir, usualNext) => {
if (dir == Direction2.Left || dir == Direction2.Right)
return null;
if (dir == Direction2.Up) {
var prev = element.GetOlderSibling(e => e.CanBeSelected);
return prev ?? this;
} else if (dir == Direction2.Down) {
return element.GetSiblings(e => e.CanBeSelected && e.GetOlderSibling(s => s.CanBeSelected) == element).FirstOrDefault();
}
return usualNext;
};
}
///
/// Adds a pressable element to this dropdown's
///
/// The text to display
/// The resulting paragraph's event
/// The index to add the child at, or -1 to add it to the end of the list
public Element AddElement(string text, GenericCallback pressed = null, int index = -1) {
return this.AddElement(p => text, pressed, index);
}
///
/// Adds a pressable element to this dropdown's .
/// By default, the paragraph's text color will change from to when hovering over it.
///
/// The text to display
/// The resulting paragraph's event
/// The index to add the child at, or -1 to add it to the end of the list
public Element AddElement(Paragraph.TextCallback text, GenericCallback pressed = null, int index = -1) {
var paragraph = new Paragraph(Anchor.AutoLeft, 1, text) {
CanBeMoused = true,
CanBeSelected = true,
PositionOffset = new Vector2(0, 1)
};
if (pressed != null)
paragraph.OnPressed += pressed;
paragraph.OnMouseEnter += e => paragraph.TextColor = Color.LightGray;
paragraph.OnMouseExit += e => paragraph.TextColor = Color.White;
this.AddElement(paragraph, index);
return paragraph;
}
private void Initialize(float panelHeight, bool scrollPanel, bool autoHidePanelScrollbar) {
this.Panel = this.AddChild(new Panel(Anchor.TopCenter, Vector2.Zero, panelHeight == 0, scrollPanel, autoHidePanelScrollbar) {
IsHidden = true
});
this.OnAreaUpdated += e => {
this.Panel.Size = new Vector2(e.Area.Width / e.Scale, panelHeight);
this.Panel.PositionOffset = new Vector2(0, e.Area.Height / e.Scale);
};
this.OnOpenedOrClosed += e => this.Priority = this.IsOpen ? 10000 : 0;
this.OnPressed += e => {
this.IsOpen = !this.IsOpen;
// close other dropdowns in the same root when we open
if (this.IsOpen) {
this.Root.Element.AndChildren(o => {
if (o != this && o is Dropdown d && d.IsOpen)
d.IsOpen = false;
});
}
};
this.GetGamepadNextElement = (dir, usualNext) => {
// Force navigate down to our first child if we're open
if (this.IsOpen && dir == Direction2.Down)
return this.Panel.Children.FirstOrDefault(c => c.CanBeSelected) ?? usualNext;
return usualNext;
};
}
}
}