Traveller/scripts/utils/UiGroup.cs
Cold-Mint 2c6f8804ba
Do not create duplicate ui nodes in the same ui group.
禁止在同一个ui组,创建重复的ui节点。
2024-09-18 23:19:38 +08:00

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C#
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using System;
using System.Collections.Generic;
using Godot;
namespace ColdMint.scripts.utils;
/// <summary>
/// <para>UI Group</para>
/// <para>UI组</para>
/// </summary>
public partial class UiGroup : Control
{
private readonly HashSet<Control> _visibleControls = [];
private readonly Dictionary<string, Func<Control?>> _controlFunc = new();
/// <summary>
/// <para>Holds the node that has been instantiated</para>
/// <para>持有已实例化的节点</para>
/// </summary>
private readonly Dictionary<string, Control> _instantiatedControl = new();
/// <summary>
/// <para>Registered control node</para>
/// <para>注册控制节点</para>
/// </summary>
/// <param name="key">
///<para>key</para>
///<para>控制节点的key</para>
/// </param>
/// <param name="func">
///<para>Creates a function to control the node. UiGroup delays calling this function to create the node.</para>
///<para>创建控制节点的函数UiGroup会延迟调用这个函数创建节点。</para>
/// </param>
public void RegisterControl(string key, Func<Control?> func)
{
_controlFunc.TryAdd(key, func);
}
/// <summary>
/// <para>Obtain or create a controller node</para>
/// <para>获取或者创建控制节点</para>
/// </summary>
/// <param name="key"></param>
/// <returns></returns>
private Control? GetOrCreateControl(string key)
{
if (_instantiatedControl.TryGetValue(key, out var instantiatedControl))
{
return instantiatedControl;
}
if (!_controlFunc.TryGetValue(key, out var func))
{
return null;
}
var control = func.Invoke();
if (control == null)
{
return null;
}
control.Hide();
control.TreeExited += () => { OnTreeExited(key, control); };
NodeUtils.CallDeferredAddChild(this, control);
_instantiatedControl.Add(key, control);
return control;
}
/// <summary>
/// <para>Hide all nodes</para>
/// <para>隐藏全部节点</para>
/// </summary>
public void HideAllControl()
{
if (_visibleControls.Count == 0)
{
return;
}
foreach (var visibleControl in _visibleControls)
{
visibleControl.Hide();
}
_visibleControls.Clear();
Hide();
}
/// <summary>
/// <para>Hide a node</para>
/// <para>隐藏某个节点</para>
/// </summary>
/// <param name="key"></param>
/// <returns></returns>
public bool HideControl(string key)
{
if (!_instantiatedControl.TryGetValue(key, out var control))
{
return false;
}
return HideControl(control);
}
/// <summary>
/// <para>Hide a node</para>
/// <para>隐藏某个节点</para>
/// </summary>
/// <param name="control"></param>
/// <returns></returns>
public bool HideControl(Control control)
{
if (!control.IsVisible())
{
return false;
}
control.Hide();
_visibleControls.Remove(control);
ChangeSelfVisibility();
return true;
}
/// <summary>
/// <para>Show node</para>
/// <para>显示某个节点</para>
/// </summary>
/// <param name="key"></param>
/// <param name="beforeDisplayControl">
///<para>A callback function before the display node where you can generate rendered page content. For example, set the title</para>
///<para>在显示节点之前的回调函数,您可以在此函数内生成渲染页面内容。例如:设置标题</para>
/// </param>
/// <returns></returns>
public bool ShowControl(string key, Action<Control>? beforeDisplayControl = null)
{
var control = GetOrCreateControl(key);
if (control == null)
{
return false;
}
if (control.IsVisible())
{
return false;
}
if (beforeDisplayControl != null)
{
beforeDisplayControl.Invoke(control);
}
control.Show();
_visibleControls.Add(control);
ChangeSelfVisibility();
return true;
}
/// <summary>
/// <para>ChangeSelfVisibility</para>
/// <para>改变自身的可见度</para>
/// </summary>
private void ChangeSelfVisibility()
{
if (_visibleControls.Count == 0)
{
Hide();
}
else
{
Show();
}
}
private void OnTreeExited(string key, Control control)
{
//The Hide method is not called when a node exits from the tree, so remove the node here to prevent empty references.
//当节点从节点树内退出时并不会调用Hide方法所以在这里移除节点防止产生空引用。
_visibleControls.Remove(control);
_instantiatedControl.Remove(key);
}
}