local A=game:GetService("\085\115\101\114\073\110\112\117\116\083\101\114\118\105\099\101")local v={[Enum.UserInputType.MouseButton1]=true;[Enum.UserInputType.Touch]=true}local Y="\114\098\120\097\115\115\101\116\105\100\058\047\047\053\049\053\052\048\055\056\057\050\053"local i="\114\098\120\097\115\115\101\116\105\100\058\047\047\053\049\052\051\049\054\053\053\052\057"local C={}C.__index=C C.__type="\068\114\111\112\100\111\119\110"function C.__tostring(A)return C.__type end local function R(A,v)local Y=A.AbsolutePosition local i=A.AbsoluteSize local C=v-Y return C.x>=0 and(C.x<=i.x and(C.y>=0 and C.y<=i.y))end local function M(Y)local i=Y.Button local C=Y.ListFrame for A,v in next,C.ScrollFrame:GetChildren()do if not v:IsA("\071\117\105\066\117\116\116\111\110")then continue end Y._Options[A]=v v.Activated:Connect(function()Y:Set(v)end)end Y._Maid:GiveTask(i.Activated:Connect(function()Y:Show(not C.Visible)end))Y._Maid:GiveTask(A.InputBegan:Connect(function(A)if v[A.UserInputType]then local v=A.Position local M=Vector2.new(v.x,v.y)if C.Visible and not(R(C,M)or R(i,M))then Y:Show(false)end end end))end function C.new(A,v)local Y=setmetatable({},C)Y._Maid=(require(script.Parent.Maid)).new()Y._ChangedBind=Instance.new("\066\105\110\100\097\098\108\101\069\118\101\110\116")Y._Options={}Y._Selected=nil Y.Button=A Y.ListFrame=v Y.Changed=Y._ChangedBind.Event M(Y)Y:Set(Y._Options[1])return Y end function C.Set(v,A)if v._Selected~=A then v._Selected=A v._ChangedBind:Fire(A)v.Button.Option.Text=A.Text end v:Show(false)end function C.Get(A)return A._Selected end function C.Show(v,A)v.Button.Arrow.Image=A and Y or i v.ListFrame.Visible=A end function C.Destroy(A)A._Maid:DoCleaning()A._ChangedBind:Destroy()A._Changed=nil A._Options=nil A._Selected=nil end return C
--[[
Classes.Dropdown

This class creates a dropdown that the user can select a list of options from.

Constructors:
	new(frame [instance], listFrame [instance])
		>
	Create(list[] [string], max [integer])
		> Creates a dropdown from the list with a max scrolling number.

Properties:
	Frame [instance]
		> The container frame for the dropdown. Can be used for positioning and resizing.
	ListFrame [instance]
 		> The contaienr frame for the dropdown list. Parented underneath the main container frame.

Methods:
	:Set(option [instance]) [void]
		> option is a child of the ListFrame and you can set it as the selected option of the dropdown with this method
	:Get() [instance]
		> Returns the selected option frame (which is again, a child of the ListFrame)
	:Show(bool [boolean])
		> Set whether the dropdown list is visible or not.
	:Destroy() [void]
		> Destroys the RadioButtonGroup and all the events, etc that were running it.

Events:
	.Changed:Connect(function(option [instance])
		> Fired when the user selects a new option from the dropdown list.
--]]


-- CONSTANTS

local UIS = game:GetService("UserInputService")

local VALID_PRESS = {
	[Enum.UserInputType.MouseButton1] = true;
	[Enum.UserInputType.Touch] = true;
}

local ARROW_UP = "rbxassetid://5154078925"
local ARROW_DOWN = "rbxassetid://5143165549"

-- Class

local DropdownClass = {}
DropdownClass.__index = DropdownClass
DropdownClass.__type = "Dropdown"

function DropdownClass:__tostring()
	return DropdownClass.__type
end

-- Private Methods

local function isInFrame(frame, pos)
	local fPos = frame.AbsolutePosition
	local fSize = frame.AbsoluteSize
	local d = pos - fPos
	return (d.x >= 0 and d.x <= fSize.x and d.y >= 0 and d.y <= fSize.y)
end

local function init(self)
	local button = self.Button
	local listFrame = self.ListFrame

	--local function contentSizeUpdate()
	--	local absSize = button.AbsoluteSize
	--	local ratio = absSize.y / absSize.x

	--	button.Arrow.Size = UDim2.new(ratio, 0, 1, 0)
	--	button.Option.Size = UDim2.new(1 - ratio, -12, 1, 0)
	--end

	--contentSizeUpdate()
	--self._Maid:Mark(button:GetPropertyChangedSignal("AbsoluteSize"):Connect(contentSizeUpdate))

	for i, optionButton in next, listFrame.ScrollFrame:GetChildren() do
		if not optionButton:IsA("GuiButton") then
			continue
		end

		self._Options[i] = optionButton
		optionButton.Activated:Connect(function()
			self:Set(optionButton)
		end)
	end

	self._Maid:GiveTask(button.Activated:Connect(function()
		self:Show(not listFrame.Visible)
	end))

	self._Maid:GiveTask(UIS.InputBegan:Connect(function(input)
		if (VALID_PRESS[input.UserInputType]) then
			local p = input.Position
			local p2 = Vector2.new(p.x, p.y)

			if (listFrame.Visible and not (isInFrame(listFrame, p2) or isInFrame(button, p2))) then
				self:Show(false)
			end
		end
	end))
end

-- Public Constructors

function DropdownClass.new(button, listFrame)
	local self = setmetatable({}, DropdownClass)
	
	self._Maid = require(script.Parent.Maid).new()
	self._ChangedBind = Instance.new("BindableEvent")
	self._Options = {}
	self._Selected = nil
	
	self.Button = button
	self.ListFrame = listFrame
	self.Changed = self._ChangedBind.Event
	
	init(self)
	self:Set(self._Options[1])
	
	return self
end

-- function DropdownClass.Create(list, max)
-- 	max = max or #list
	
-- 	local button = DROP_BUTTON:Clone()
-- 	local listFrame = Lazy.Constructors.List.Create(list, max)
	
-- 	listFrame.Position = UDim2.new(0, 0, 1, 0)
-- 	listFrame.Size = UDim2.new(1, 0, max, 0)
-- 	listFrame.Visible = false
-- 	listFrame.Parent = button
	
-- 	return DropdownClass.new(button, listFrame)
-- end

-- Public Methods

function DropdownClass:Set(option)
	if (self._Selected ~= option) then
		self._Selected = option
		self._ChangedBind:Fire(option)
		self.Button.Option.Text = option.Text
	end
	self:Show(false)
end

function DropdownClass:Get()
	return self._Selected
end

function DropdownClass:Show(bool)
	self.Button.Arrow.Image = bool and ARROW_UP or ARROW_DOWN
	self.ListFrame.Visible = bool
end

function DropdownClass:Destroy()
	self._Maid:DoCleaning()
	self._ChangedBind:Destroy()
	self._Changed = nil
	self._Options = nil
	self._Selected = nil
end

--

return DropdownClass