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using System;
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using Unity.Cloud.Collaborate.Assets;
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using Unity.Cloud.Collaborate.UserInterface;
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using Unity.Cloud.Collaborate.Utilities;
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using UnityEditor;
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using UnityEngine;
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using UnityEngine.UIElements;
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namespace Unity.Cloud.Collaborate.Components.Menus
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{
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/// <summary>
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/// Global element that is used to display dialogues throughout the window.
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/// </summary>
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internal class FloatingDialogue : VisualElement
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{
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/// <summary>
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/// USS class name of elements of this type.
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/// </summary>
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public const string UssClassName = "unity-floating-dialogue";
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/// <summary>
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/// Location the uss file for this element is stored.
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/// </summary>
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static readonly string k_StylePath = $"{CollaborateWindow.StylePath}/{nameof(FloatingDialogue)}.uss";
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/// <summary>
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/// Backing field for the singleton.
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/// </summary>
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static FloatingDialogue s_Instance;
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/// <summary>
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/// Singleton for accessing the global FloatingDialogue
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/// </summary>
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public static FloatingDialogue Instance => s_Instance ?? (s_Instance = new FloatingDialogue());
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/// <summary>
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/// Constructor used by the singleton.
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/// </summary>
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FloatingDialogue()
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{
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AddToClassList(UssClassName);
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AddToClassList(UiConstants.ussHidden);
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styleSheets.Add(AssetDatabase.LoadAssetAtPath<StyleSheet>(k_StylePath));
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}
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/// <summary>
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/// Allows focus to be set when the window opens. Allows for the options to be next up for tab.
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/// </summary>
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public override bool canGrabFocus => true;
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/// <summary>
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/// Set the position of the dialogue.
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/// </summary>
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/// <param name="x">World x coordinate.</param>
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/// <param name="y">World y coordinate.</param>
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/// <param name="content">Content of the window.</param>
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/// <param name="openDirection">Direction to open the dialogue towards.</param>
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void SetPosition(float x, float y, VisualElement content, MenuUtilities.OpenDirection openDirection)
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{
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// Correct for the top left corner of the element based on the direction it opens.
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switch (openDirection)
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{
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case MenuUtilities.OpenDirection.UpLeft:
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x -= content.worldBound.width;
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y -= content.worldBound.height;
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break;
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case MenuUtilities.OpenDirection.UpRight:
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y -= content.worldBound.height;
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break;
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case MenuUtilities.OpenDirection.DownLeft:
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x -= content.worldBound.width;
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break;
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case MenuUtilities.OpenDirection.DownRight:
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break;
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default:
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throw new ArgumentOutOfRangeException(nameof(openDirection), openDirection, null);
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}
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// Set the position.
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style.top = y - parent.worldBound.yMin;
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style.left = x - parent.worldBound.xMin;
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style.right = new StyleLength(StyleKeyword.Auto);
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style.bottom = new StyleLength(StyleKeyword.Auto);
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}
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/// <summary>
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/// Open the dialogue.
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/// </summary>
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/// <param name="x">World x coordinate.</param>
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/// <param name="y">World y coordinate.</param>
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/// <param name="content">Content to display.</param>
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/// <param name="openDirection">Direction to open the dialogue towards.</param>
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internal void Open(float x, float y, VisualElement content, MenuUtilities.OpenDirection openDirection = MenuUtilities.OpenDirection.DownLeft)
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{
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// Set new content
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Clear();
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Add(content);
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// Set visible and give focus
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RemoveFromClassList(UiConstants.ussHidden);
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Focus();
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BringToFront();
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// Catch scrolling to avoid menu becoming detached.
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parent.RegisterCallback<WheelEvent>(OnScroll, TrickleDown.TrickleDown);
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// Catch clicks outside of the dialogue and close it.
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parent.RegisterCallback<MouseDownEvent>(OnMouseDown, TrickleDown.TrickleDown);
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// Catch window size changes so that the menu position can be fixed.
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parent.RegisterCallback<GeometryChangedEvent>(OnGeometryChange, TrickleDown.TrickleDown);
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content.RegisterCallback<GeometryChangedEvent>(SizeKnownCallback);
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void SizeKnownCallback(GeometryChangedEvent _)
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{
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// Unregister now that we know it has a size.
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content.UnregisterCallback<GeometryChangedEvent>(SizeKnownCallback);
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// Set the position in the window
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SetPosition(x, y, content, openDirection);
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}
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}
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/// <summary>
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/// Close the dialogue.
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/// </summary>
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internal void Close()
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{
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AddToClassList(UiConstants.ussHidden);
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Clear();
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// Avoid wasting extra cycles when closed.
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parent.UnregisterCallback<WheelEvent>(OnScroll, TrickleDown.TrickleDown);
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parent.UnregisterCallback<MouseDownEvent>(OnMouseDown, TrickleDown.TrickleDown);
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}
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/// <summary>
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/// On scroll event.
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/// </summary>
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/// <param name="evt">Event data.</param>
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void OnScroll(WheelEvent evt)
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{
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// Close the window if the user scrolls outside the dialogue.
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if (!worldBound.Contains(evt.mousePosition))
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{
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Close();
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}
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}
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/// <summary>
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/// Mouse down event.
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/// </summary>
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/// <param name="evt">Event data.</param>
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void OnMouseDown(MouseDownEvent evt)
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{
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// Close the window if the user clicks outside the dialogue.
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if (!worldBound.Contains(evt.mousePosition))
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{
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Close();
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}
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}
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/// <summary>
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/// Geometry changed event.
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/// </summary>
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/// <param name="evt">Event data.</param>
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void OnGeometryChange(GeometryChangedEvent evt)
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{
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// Close to avoid the dialogue getting detached.
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Close();
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}
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}
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}
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