using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
namespace KernelPanic.UI
{
///
/// Keeps the ambient boot-log background filled by rewriting a fixed stack of labels.
///
public sealed class BackgroundLogRingBuffer
{
private const float LineHeight = 18f;
private const int ExtraLines = 2;
private const int TickMilliseconds = 450;
private readonly VisualElement layer;
private readonly IReadOnlyList sourceLines;
private readonly List labels = new();
private IVisualElementScheduledItem tickSchedule;
private float lastRegionHeight;
private int cursor;
private bool reducedMotion;
private bool started;
public BackgroundLogRingBuffer(VisualElement layer, IReadOnlyList sourceLines)
{
this.layer = layer;
this.sourceLines = sourceLines ?? Array.Empty();
this.layer.RegisterCallback(HandleGeometryChanged);
}
public void Start(bool useReducedMotion)
{
reducedMotion = useReducedMotion;
started = true;
cursor = 0;
if (lastRegionHeight > 0f)
{
RebuildLabelsForHeight(lastRegionHeight);
Render();
}
RestartTick();
}
public void Stop()
{
started = false;
tickSchedule?.Pause();
tickSchedule = null;
}
private void HandleGeometryChanged(GeometryChangedEvent evt)
{
if (Mathf.Approximately(evt.newRect.height, evt.oldRect.height))
{
return;
}
lastRegionHeight = evt.newRect.height;
if (!started)
{
return;
}
RebuildLabelsForHeight(evt.newRect.height);
Render();
}
private void RebuildLabelsForHeight(float regionHeight)
{
int targetCount = Mathf.Max(ExtraLines, Mathf.CeilToInt(regionHeight / LineHeight) + ExtraLines);
if (labels.Count == targetCount)
{
return;
}
layer.Clear();
labels.Clear();
for (int i = 0; i < targetCount; i++)
{
Label label = new() { pickingMode = PickingMode.Ignore };
label.AddToClassList("background-log-line");
layer.Add(label);
labels.Add(label);
}
}
private void RestartTick()
{
tickSchedule?.Pause();
tickSchedule = null;
if (reducedMotion || sourceLines.Count == 0)
{
return;
}
tickSchedule = layer.schedule.Execute(Advance).Every(TickMilliseconds);
}
private void Advance()
{
if (sourceLines.Count == 0)
{
return;
}
cursor = (cursor + 1) % sourceLines.Count;
Render();
}
private void Render()
{
if (sourceLines.Count == 0)
{
foreach (Label label in labels)
{
label.text = string.Empty;
}
return;
}
for (int i = 0; i < labels.Count; i++)
{
labels[i].text = sourceLines[(cursor + i) % sourceLines.Count];
}
}
}
}