Files
watrbx-game-engine/PlatformContent/pc/scripts/ui/Modules/CarouselView.lua
T
2025-09-18 17:55:52 -04:00

293 lines
6.5 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 Utility = require(Modules:FindFirstChild('Utility'))
local function createCarouselView()
local this = {}
local items = {}
local padding = 0
local itemSizePercentOfContainer = 1
local focusItem = nil
local BASE_TWEEN_TIME = 0.2
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 size = container.Size.Y.Offset
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
y = (index == focusIndex and 0) or (container.Size.Y.Offset - getNonFocusSize().Y.Offset) / 2
return UDim2.new(0, x, 0, y)
end
local function recalcLayout()
for i = 1, #items do
local item = items[i]
local size = getItemSize(item)
local position = getItemLayoutPosition(i)
if item:IsDescendantOf(game.Workspace) then
item:TweenSizeAndPosition(size, position, Enum.EasingDirection.Out, Enum.EasingStyle.Quad, 0, true)
else
item.Size = size
item.Position = position
end
end
end
--[[ Public API ]]--
function this:ChangeFocus(newFocus)
-- 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
for i = 1, #items do
local item = items[i]
item:TweenSizeAndPosition(getItemSize(item), getItemLayoutPosition(i), Enum.EasingDirection.Out, Enum.EasingStyle.Quad, BASE_TWEEN_TIME, true)
end
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:GetFocusItem()
return focusItem
end
function this:GetItemAt(index)
return items[index]
end
function this:GetFront()
return items[1]
end
function this:GetBack()
return items[#items]
end
function this:GetItemIndex(item)
for i = 1, #items do
if items[i] == item then
return i
end
end
return 0
end
function this:GetCount()
return #items
end
function this:GetVisibleCount()
local visibleItemCount = 0
for i = 1, #items do
if isVisible(items[i]) then
visibleItemCount = visibleItemCount + 1
end
end
return visibleItemCount
end
function this:GetFirstVisibleItemIndex()
for i = 1, #items do
if isVisible(items[i]) then
return i
end
end
end
function this:GetLastVisibleItemIndex()
for i = #items, 1, -1 do
if isVisible(items[i]) 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 item = collection[i]
table.insert(items, 1, item)
item.Parent = container
end
recalcLayout()
end
function this:InsertCollectionBack(collection)
for i = 1, #collection do
local item = collection[i]
table.insert(items, item)
item.Parent = container
end
recalcLayout()
end
function this:RemoveAmountFromFront(amount)
for i = 1, amount do
local item = table.remove(items, 1)
item.Parent = nil
end
recalcLayout()
end
function this:RemoveAmountFromBack(amount)
for i = 1, amount do
local item = table.remove(items)
item.Parent = nil
end
recalcLayout()
end
function this:InsertFront(newItem)
table.insert(items, 1, newItem)
newItem.Parent = container
recalcLayout()
end
function this:InsertBack(newItem)
table.insert(items, newItem)
newItem.Parent = container
recalcLayout()
end
function this:RemoveFront()
local item = table.remove(items, 1)
item.Parent = nil
recalcLayout()
end
function this:RemoveBack()
local item = table.remove(items, #items)
item.Parent = nil
recalcLayout()
end
function this:RemoveItem(item)
for i = 1, #items do
if items[i] == item then
local removedItem = table.remove(items, i)
removedItem.Parent = nil
break
end
end
recalcLayout()
end
function this:RemoveAllItems()
for i = #items, 1, -1 do
local item = table.remove(items, #items)
item.Parent = nil
end
end
function this:ContainsItem(item)
if not item then
return false
end
return item.Parent == container
end
return this
end
return createCarouselView