com.unity.uiextensions/Scripts/Controls/ComboBox/AutoCompleteComboBox.cs

420 lines
16 KiB
C#

///Credit perchik
///Sourced from - http://forum.unity3d.com/threads/receive-onclick-event-and-pass-it-on-to-lower-ui-elements.293642/
using System.Collections.Generic;
using System.Linq;
namespace UnityEngine.UI.Extensions
{
[RequireComponent(typeof(RectTransform))]
[AddComponentMenu("UI/Extensions/AutoComplete ComboBox")]
public class AutoCompleteComboBox : MonoBehaviour
{
public Color disabledTextColor;
public DropDownListItem SelectedItem { get; private set; } //outside world gets to get this, not set it
public List<string> AvailableOptions;
//private bool isInitialized = false;
private bool _isPanelActive = false;
private bool _hasDrawnOnce = false;
private InputField _mainInput;
private RectTransform _inputRT;
private Button _arrow_Button;
private RectTransform _rectTransform;
private RectTransform _overlayRT;
private RectTransform _scrollPanelRT;
private RectTransform _scrollBarRT;
private RectTransform _slidingAreaRT;
// private RectTransform scrollHandleRT;
private RectTransform _itemsPanelRT;
private Canvas _canvas;
private RectTransform _canvasRT;
private ScrollRect _scrollRect;
private List<string> _panelItems; //items that will get shown in the dropdown
private List<string> _prunedPanelItems; //items that used to show in the dropdown
private Dictionary<string, GameObject> panelObjects;
private GameObject itemTemplate;
public string Text { get; private set; }
[SerializeField]
private float _scrollBarWidth = 20.0f;
public float ScrollBarWidth
{
get { return _scrollBarWidth; }
set
{
_scrollBarWidth = value;
RedrawPanel();
}
}
// private int scrollOffset; //offset of the selected item
// private int _selectedIndex = 0;
[SerializeField]
private int _itemsToDisplay;
public int ItemsToDisplay
{
get { return _itemsToDisplay; }
set
{
_itemsToDisplay = value;
RedrawPanel();
}
}
public bool SelectFirstItemOnStart = false;
[SerializeField]
[Tooltip("Change input text color based on matching items")]
private bool _ChangeInputTextColorBasedOnMatchingItems = false;
public bool InputColorMatching{
get { return _ChangeInputTextColorBasedOnMatchingItems; }
set
{
_ChangeInputTextColorBasedOnMatchingItems = value;
if (_ChangeInputTextColorBasedOnMatchingItems) {
SetInputTextColor ();
}
}
}
//TODO design as foldout for Inspector
public Color ValidSelectionTextColor = Color.green;
public Color MatchingItemsRemainingTextColor = Color.black;
public Color NoItemsRemainingTextColor = Color.red;
private bool _selectionIsValid = false;
[System.Serializable]
public class SelectionChangedEvent : UnityEngine.Events.UnityEvent<string, bool> {
}
[System.Serializable]
public class SelectionTextChangedEvent : UnityEngine.Events.UnityEvent<string> {
}
[System.Serializable]
public class SelectionValidityChangedEvent : UnityEngine.Events.UnityEvent<bool> {
}
// fires when input text is changed;
public SelectionTextChangedEvent OnSelectionTextChanged;
// fires when when an Item gets selected / deselected (including when items are added/removed once this is possible)
public SelectionValidityChangedEvent OnSelectionValidityChanged;
// fires in both cases
public SelectionChangedEvent OnSelectionChanged;
public void Awake()
{
Initialize();
}
public void Start()
{
if (SelectFirstItemOnStart && AvailableOptions.Count > 0) {
ToggleDropdownPanel (false);
OnItemClicked (AvailableOptions [0]);
}
}
private bool Initialize()
{
bool success = true;
try
{
_rectTransform = GetComponent<RectTransform>();
_inputRT = _rectTransform.FindChild("InputField").GetComponent<RectTransform>();
_mainInput = _inputRT.GetComponent<InputField>();
_arrow_Button = _rectTransform.FindChild ("ArrowBtn").GetComponent<Button> ();
_overlayRT = _rectTransform.FindChild("Overlay").GetComponent<RectTransform>();
_overlayRT.gameObject.SetActive(false);
_scrollPanelRT = _overlayRT.FindChild("ScrollPanel").GetComponent<RectTransform>();
_scrollBarRT = _scrollPanelRT.FindChild("Scrollbar").GetComponent<RectTransform>();
_slidingAreaRT = _scrollBarRT.FindChild("SlidingArea").GetComponent<RectTransform>();
// scrollHandleRT = slidingAreaRT.FindChild("Handle").GetComponent<RectTransform>();
_itemsPanelRT = _scrollPanelRT.FindChild("Items").GetComponent<RectTransform>();
//itemPanelLayout = itemsPanelRT.gameObject.GetComponent<LayoutGroup>();
_canvas = GetComponentInParent<Canvas>();
_canvasRT = _canvas.GetComponent<RectTransform>();
_scrollRect = _scrollPanelRT.GetComponent<ScrollRect>();
_scrollRect.scrollSensitivity = _rectTransform.sizeDelta.y / 2;
_scrollRect.movementType = ScrollRect.MovementType.Clamped;
_scrollRect.content = _itemsPanelRT;
itemTemplate = _rectTransform.FindChild("ItemTemplate").gameObject;
itemTemplate.SetActive(false);
}
catch (System.NullReferenceException ex)
{
Debug.LogException(ex);
Debug.LogError("Something is setup incorrectly with the dropdownlist component causing a Null Refernece Exception");
success = false;
}
panelObjects = new Dictionary<string, GameObject>();
_prunedPanelItems = new List<string>();
_panelItems = AvailableOptions.ToList();
RebuildPanel();
//RedrawPanel(); - causes an initialisation failure in U5
return success;
}
/* currently just using items in the list instead of being able to add to it.
public void AddItems(params object[] list)
{
List<DropDownListItem> ddItems = new List<DropDownListItem>();
foreach (var obj in list)
{
if (obj is DropDownListItem)
{
ddItems.Add((DropDownListItem)obj);
}
else if (obj is string)
{
ddItems.Add(new DropDownListItem(caption: (string)obj));
}
else if (obj is Sprite)
{
ddItems.Add(new DropDownListItem(image: (Sprite)obj));
}
else
{
throw new System.Exception("Only ComboBoxItems, Strings, and Sprite types are allowed");
}
}
Items.AddRange(ddItems);
Items = Items.Distinct().ToList();//remove any duplicates
RebuildPanel();
}
*/
/// <summary>
/// Rebuilds the contents of the panel in response to items being added.
/// </summary>
private void RebuildPanel()
{
//panel starts with all options
_panelItems.Clear();
foreach (string option in AvailableOptions)
{
_panelItems.Add(option.ToLower());
}
_panelItems.Sort();
_prunedPanelItems.Clear();
List<GameObject> itemObjs = new List<GameObject>(panelObjects.Values);
panelObjects.Clear();
int indx = 0;
while (itemObjs.Count < AvailableOptions.Count)
{
GameObject newItem = Instantiate(itemTemplate) as GameObject;
newItem.name = "Item " + indx;
newItem.transform.SetParent(_itemsPanelRT, false);
itemObjs.Add(newItem);
indx++;
}
for (int i = 0; i < itemObjs.Count; i++)
{
itemObjs[i].SetActive(i <= AvailableOptions.Count);
if (i < AvailableOptions.Count)
{
itemObjs[i].name = "Item " + i + " " + _panelItems[i];
itemObjs[i].transform.FindChild("Text").GetComponent<Text>().text = _panelItems[i]; //set the text value
Button itemBtn = itemObjs[i].GetComponent<Button>();
itemBtn.onClick.RemoveAllListeners();
string textOfItem = _panelItems[i]; //has to be copied for anonymous function or it gets garbage collected away
itemBtn.onClick.AddListener(() =>
{
OnItemClicked(textOfItem);
});
panelObjects[_panelItems[i]] = itemObjs[i];
}
}
SetInputTextColor ();
}
/// <summary>
/// what happens when an item in the list is selected
/// </summary>
/// <param name="item"></param>
private void OnItemClicked(string item)
{
//Debug.Log("item " + item + " clicked");
Text = item;
_mainInput.text = Text;
ToggleDropdownPanel(true);
}
//private void UpdateSelected()
//{
// SelectedItem = (_selectedIndex > -1 && _selectedIndex < Items.Count) ? Items[_selectedIndex] : null;
// if (SelectedItem == null) return;
// bool hasImage = SelectedItem.Image != null;
// if (hasImage)
// {
// mainButton.img.sprite = SelectedItem.Image;
// mainButton.img.color = Color.white;
// //if (Interactable) mainButton.img.color = Color.white;
// //else mainButton.img.color = new Color(1, 1, 1, .5f);
// }
// else
// {
// mainButton.img.sprite = null;
// }
// mainButton.txt.text = SelectedItem.Caption;
// //update selected index color
// for (int i = 0; i < itemsPanelRT.childCount; i++)
// {
// panelItems[i].btnImg.color = (_selectedIndex == i) ? mainButton.btn.colors.highlightedColor : new Color(0, 0, 0, 0);
// }
//}
private void RedrawPanel()
{
float scrollbarWidth = _panelItems.Count > ItemsToDisplay ? _scrollBarWidth : 0f;//hide the scrollbar if there's not enough items
_scrollBarRT.gameObject.SetActive(_panelItems.Count > ItemsToDisplay);
if (!_hasDrawnOnce || _rectTransform.sizeDelta != _inputRT.sizeDelta)
{
_hasDrawnOnce = true;
_inputRT.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, _rectTransform.sizeDelta.x);
_inputRT.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, _rectTransform.sizeDelta.y);
_scrollPanelRT.SetParent(transform, true);//break the scroll panel from the overlay
_scrollPanelRT.anchoredPosition = new Vector2(0, -_rectTransform.sizeDelta.y); //anchor it to the bottom of the button
//make the overlay fill the screen
_overlayRT.SetParent(_canvas.transform, false); //attach it to top level object
_overlayRT.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, _canvasRT.sizeDelta.x);
_overlayRT.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, _canvasRT.sizeDelta.y);
_overlayRT.SetParent(transform, true);//reattach to this object
_scrollPanelRT.SetParent(_overlayRT, true); //reattach the scrollpanel to the overlay
}
if (_panelItems.Count < 1) return;
float dropdownHeight = _rectTransform.sizeDelta.y * Mathf.Min(_itemsToDisplay, _panelItems.Count);
_scrollPanelRT.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, dropdownHeight);
_scrollPanelRT.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, _rectTransform.sizeDelta.x);
_itemsPanelRT.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, _scrollPanelRT.sizeDelta.x - scrollbarWidth - 5);
_itemsPanelRT.anchoredPosition = new Vector2(5, 0);
_scrollBarRT.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, scrollbarWidth);
_scrollBarRT.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, dropdownHeight);
_slidingAreaRT.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, 0);
_slidingAreaRT.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, dropdownHeight - _scrollBarRT.sizeDelta.x);
}
public void OnValueChanged(string currText)
{
Text = currText;
PruneItems(currText);
RedrawPanel();
//Debug.Log("value changed to: " + currText);
if (_panelItems.Count == 0)
{
_isPanelActive = true;//this makes it get turned off
ToggleDropdownPanel(false);
}
else if (!_isPanelActive)
{
ToggleDropdownPanel(false);
}
bool validity_changed = (_panelItems.Contains (Text) == _selectionIsValid);
_selectionIsValid = _panelItems.Contains (Text);
OnSelectionChanged.Invoke (Text, _selectionIsValid);
OnSelectionTextChanged.Invoke (Text);
if(validity_changed){
OnSelectionValidityChanged.Invoke (_selectionIsValid);
}
SetInputTextColor ();
}
private void SetInputTextColor(){
if (InputColorMatching) {
if (_selectionIsValid) {
_mainInput.textComponent.color = ValidSelectionTextColor;
} else if (_panelItems.Count > 0) {
_mainInput.textComponent.color = MatchingItemsRemainingTextColor;
} else {
_mainInput.textComponent.color = NoItemsRemainingTextColor;
}
}
}
/// <summary>
/// Toggle the drop down list
/// </summary>
/// <param name="directClick"> whether an item was directly clicked on</param>
public void ToggleDropdownPanel(bool directClick)
{
_isPanelActive = !_isPanelActive;
_overlayRT.gameObject.SetActive(_isPanelActive);
if (_isPanelActive)
{
transform.SetAsLastSibling();
}
else if (directClick)
{
// scrollOffset = Mathf.RoundToInt(itemsPanelRT.anchoredPosition.y / _rectTransform.sizeDelta.y);
}
}
private void PruneItems(string currText)
{
List<string> notToPrune = _panelItems.Where(x => x.ToLower().Contains(currText.ToLower())).ToList();
List<string> toPrune = _panelItems.Except(notToPrune).ToList();
foreach (string key in toPrune)
{
// Debug.Log("pruning key " + key);
panelObjects[key].SetActive(false);
_panelItems.Remove(key);
_prunedPanelItems.Add(key);
}
List<string> toAddBack = _prunedPanelItems.Where(x => x.ToLower().Contains(currText)).ToList();
foreach (string key in toAddBack)
{
// Debug.Log("adding back key " + key);
panelObjects[key].SetActive(true);
_panelItems.Add(key);
_prunedPanelItems.Remove(key);
}
}
}
}