Clients/Client2018/content/internal/AppShell/Modules/Shell/CarouselView.lua

394 lines
9.1 KiB
Lua

--[[
// CarouselView.lua
// View for a carousel. Used for GameGenre screen
// TODO: Support Vertical?
//
// Current this supports a focus that is aligned to the left (0, 0), in the future we
// could do other alignments if we need them
]]
local CoreGui = game:GetService("CoreGui")
local GuiRoot = CoreGui:FindFirstChild("RobloxGui")
local Modules = GuiRoot:FindFirstChild("Modules")
local ShellModules = Modules:FindFirstChild("Shell")
local Utility = require(ShellModules:FindFirstChild('Utility'))
local GameData = require(ShellModules:FindFirstChild('GameData'))
local function createCarouselView()
local this = {}
local itemInfos = {}
local padding = 0
local itemSizePercentOfContainer = 1
local focusItem = nil
local BASE_TWEEN_TIME = 0.2
local isViewFocused = false
local overrideSelectionImage = nil
local incomingSelectableValue = true;
local incomingImageColor = Color3.new(1,1,1);
local DISABLED_COLOR = Color3.new(0.4, 0.4, 0.4)
local ENABLED_COLOR = Color3.new(1, 1, 1)
local container = Utility.Create'ScrollingFrame'
{
Name = "CarouselContainer";
BackgroundTransparency = 1;
ClipsDescendants = false;
ScrollingEnabled = false;
Selectable = false;
ScrollBarThickness = 0;
}
local function isVisible(item)
return item.AbsolutePosition.x + item.AbsoluteSize.x >= 0 and
item.AbsolutePosition.x < GuiRoot.AbsoluteSize.x
end
local function getFocusSize()
local scaling = itemSizePercentOfContainer
if isViewFocused then
scaling = 1
end
local size = container.Size.Y.Offset * scaling
return UDim2.new(0, size, 0, size)
end
local function getNonFocusSize()
local size = container.Size.Y.Offset * itemSizePercentOfContainer
return UDim2.new(0, size, 0, size)
end
local function getItemSize(item)
if item == focusItem then
return getFocusSize()
else
return getNonFocusSize()
end
end
local function getItemLayoutPosition(index)
local focusIndex = this:GetItemIndex(focusItem)
local offsetFromFocus = index - focusIndex
local x, y = 0, 0
if index > focusIndex then
-- items to the right of focus need additional buffer due to focus size being larger
x = getFocusSize().X.Offset + offsetFromFocus * padding + (offsetFromFocus - 1) * getNonFocusSize().X.Offset
else
x = offsetFromFocus * padding + offsetFromFocus * getNonFocusSize().X.Offset
end
local size = (focusIndex == index) and getFocusSize() or getNonFocusSize()
y = (container.Size.Y.Offset - size.Y.Offset) / 2
return UDim2.new(0, x, 0, y)
end
local function recalcLayout(duration)
duration = duration or 0
for i = 1, #itemInfos do
local item = itemInfos[i].item
local size = getItemSize(item)
local position = getItemLayoutPosition(i)
if item:IsDescendantOf(game) then
item:TweenSizeAndPosition(size, position, Enum.EasingDirection.Out, Enum.EasingStyle.Quad, duration, true)
else
item.Size = size
item.Position = position
end
end
end
--[[ Public API ]]--
function this:ChangeFocus(newFocus, tweenTime)
-- We don't use SetFocus() as that function will do a recalc. We want to get the next position
-- from current position, not recalcd postion for each item
if self:ContainsItem(newFocus) then
focusItem = newFocus
recalcLayout(tweenTime or BASE_TWEEN_TIME)
end
end
function this:SetSize(newSize)
if newSize ~= container.Size then
container.Size = newSize
container.CanvasSize = UDim2.new(0, container.Size.X.Offset * 2, 1, 0)
recalcLayout()
end
end
function this:SetPosition(newPosition)
container.Position = newPosition
end
function this:SetPadding(newPadding)
if newPadding ~= padding then
padding = newPadding
recalcLayout()
end
end
function this:SetItemSizePercentOfContainer(value)
if value ~= itemSizePercentOfContainer then
itemSizePercentOfContainer = value
recalcLayout()
end
end
function this:SetParent(newParent)
container.Parent = newParent
end
function this:SetFocus(newFocusItem)
if self:ContainsItem(newFocusItem) and newFocusItem ~= focusItem then
focusItem = newFocusItem
recalcLayout()
end
end
function this:SetClipsDescendants(value)
container.ClipsDescendants = value
end
local DEFAULT_FADE_DURATION = 0.2
local targetTransparency = 0
function this:SetTransparency(value, duration, refresh)
if not refresh and value == targetTransparency then return end
if duration then
targetTransparency = Utility.Clamp(0, 1, targetTransparency)
if not refresh and value == targetTransparency then return end
else
duration = DEFAULT_FADE_DURATION
end
for _, itemInfo in pairs(itemInfos) do
itemInfo:AnimateTransparency(targetTransparency, value, duration)
end
targetTransparency = value
end
function this:GetTransparency()
return targetTransparency
end
function this:SetSelectable(value)
incomingImageColor = ENABLED_COLOR
if not value then
incomingImageColor = DISABLED_COLOR
end
incomingSelectableValue = value
for _, itemInfo in pairs(itemInfos) do
itemInfo.item.Selectable = incomingSelectableValue
itemInfo.item.ImageColor3 = incomingImageColor
end
end
function this:GetAvailableItem()
if focusItem and focusItem.Parent then
return focusItem
end
return self:GetFront()
end
function this:GetFocusItem()
return focusItem
end
function this:GetItemAt(index)
return itemInfos[index] and itemInfos[index].item
end
function this:GetFront()
return itemInfos[1] and itemInfos[1].item
end
function this:GetBack()
return itemInfos[#itemInfos] and itemInfos[#itemInfos].item
end
function this:GetItemIndex(item)
for i = 1, #itemInfos do
if itemInfos[i].item == item then
return i
end
end
return 0
end
function this:GetCount()
return #itemInfos
end
function this:GetVisibleCount()
local visibleItemCount = 0
for i = 1, #itemInfos do
if isVisible(itemInfos[i].item) then
visibleItemCount = visibleItemCount + 1
end
end
return visibleItemCount
end
function this:GetFirstVisibleItemIndex()
for i = 1, #itemInfos do
if isVisible(itemInfos[i].item) then
return i
end
end
end
function this:GetLastVisibleItemIndex()
for i = #itemInfos, 1, -1 do
if isVisible(itemInfos[i].item) then
return i
end
end
end
function this:GetFullVisibleItemCount()
local containerSizeX = container.AbsoluteSize.x
-- remove focus from the size, and figure out how many other items can fit
local fittingSize = containerSizeX - getFocusSize().X.Offset
if fittingSize <= 0 then
return 0
end
local itemSize = getNonFocusSize().X.Offset + padding
local count = math.floor(fittingSize/itemSize) + 1
return count
end
function this:InsertCollectionFront(collection)
for i = #collection, 1, -1 do
local itemInfo = collection[i]
local item = itemInfo.item
item.Selectable = incomingSelectableValue
item.ImageColor3 = incomingImageColor
item.ImageTransparency = targetTransparency
item.BackgroundTransparency = targetTransparency
-- set item position in front of front item
item.Position = getItemLayoutPosition(0)
item.Size = getItemSize(item)
table.insert(itemInfos, 1, itemInfo)
item.Parent = container
GameData:AddRelatedGuiObject(itemInfo.PlaceId, item)
end
end
function this:InsertCollectionBack(collection)
for i = 1, #collection do
local itemInfo = collection[i]
local item = itemInfo.item
item.Selectable = incomingSelectableValue
item.ImageColor3 = incomingImageColor
item.ImageTransparency = targetTransparency
item.BackgroundTransparency = targetTransparency
-- set item position behind last item
item.Position = getItemLayoutPosition(#itemInfos + 1)
item.Size = getItemSize(item)
table.insert(itemInfos, itemInfo)
item.Parent = container
GameData:AddRelatedGuiObject(itemInfo.PlaceId, item)
end
end
function this:RemoveAmountFromFront(amount)
for i = 1, amount do
local item = table.remove(itemInfos, 1).item
item.Parent = nil
end
recalcLayout()
end
function this:RemoveAmountFromBack(amount)
for i = 1, amount do
local item = table.remove(itemInfos).item
item.Parent = nil
end
recalcLayout()
end
function this:RemoveItem(item)
for i = 1, #itemInfos do
if itemInfos[i].item == item then
local removedItem = table.remove(itemInfos, i).item
removedItem.Parent = nil
break
end
end
recalcLayout()
end
function this:RemoveAllItems()
for i = #itemInfos, 1, -1 do
local item = table.remove(itemInfos, #itemInfos).item
item.Parent = nil
end
end
function this:ContainsItem(item)
if not item then
return false
end
return item.Parent == container
end
local function onFocusChanged()
this:ChangeFocus(focusItem)
end
function this:Focus()
if isViewFocused then return end
isViewFocused = true
onFocusChanged()
end
function this:GetContainer()
return container
end
function this:RemoveFocus()
if not isViewFocused then return end
isViewFocused = false
onFocusChanged()
end
function this:SetSelectionImageObject(guiObject)
overrideSelectionImage = guiObject
end
function this:GetSelectionImageObject()
return overrideSelectionImage
end
return this
end
return createCarouselView