using System;
using Unity.Cloud.Collaborate.UserInterface;
using UnityEditor;
using UnityEngine;
using UnityEngine.UIElements;
namespace Unity.Cloud.Collaborate.Components.Menus
{
internal class FloatingMenuItem : VisualElement
{
const string k_UssClassName = "unity-floating-menu-item";
///
/// Location the uss file for this element is stored.
///
static readonly string k_StylePath = $"{CollaborateWindow.StylePath}/{nameof(FloatingMenuItem)}.uss";
public override bool canGrabFocus { get; } = true;
readonly Action m_Action;
public FloatingMenuItem(string text, Action action, bool enabled, float height)
{
AddToClassList(k_UssClassName);
styleSheets.Add(AssetDatabase.LoadAssetAtPath(k_StylePath));
m_Action = action;
focusable = true;
this.AddManipulator(new Clickable(OnExec));
SetEnabled(enabled);
Add(new Label(text));
style.height = height;
}
void OnExec()
{
m_Action();
}
///
/// Catch the enter key event to allow for tab & enter UI navigation.
///
/// Event to check.
protected override void ExecuteDefaultActionAtTarget(EventBase evt)
{
base.ExecuteDefaultActionAtTarget(evt);
// Catch enter key being pressed.
if (!(evt is KeyDownEvent downEvent)) return;
if (downEvent.keyCode != KeyCode.KeypadEnter && downEvent.keyCode != KeyCode.Return) return;
OnExec();
downEvent.StopPropagation();
}
}
}