mirror of
https://github.com/sinai-dev/UnityExplorer.git
synced 2025-01-06 01:23:31 +08:00
attempt at auto-increasing pool size, not quite working properly
This commit is contained in:
parent
b32675e3b1
commit
0a9639f8a9
@ -86,8 +86,8 @@ namespace UnityExplorer.UI.Panels
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var test = new DynamicListTest(scrollPool, this);
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test.Init();
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var prototype = DynamicCell.CreatePrototypeCell(scrollContent);
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scrollPool.PrototypeCell = prototype.GetComponent<RectTransform>();
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//var prototype = DynamicCell.CreatePrototypeCell(scrollContent);
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//scrollPool.PrototypeCell = prototype.GetComponent<RectTransform>();
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dummyContentHolder = new GameObject("DummyHolder");
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dummyContentHolder.SetActive(false);
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@ -170,9 +170,10 @@ namespace UnityExplorer.UI.Panels
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public void Init()
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{
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var prototype = DynamicCell.CreatePrototypeCell(Scroller.UIRoot);
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Scroller.DataSource = this;
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Scroller.Initialize(this);
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Scroller.Initialize(this, prototype);
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}
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public ICell CreateCell(RectTransform cellTransform) => new DynamicCell(cellTransform.gameObject);
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@ -223,6 +223,8 @@ namespace UnityExplorer.UI.Panels
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refreshRow.SetActive(false);
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// Transform Tree
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//var prototype = TransformCell.CreatePrototypeCell(scrollContent);
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var infiniteScroll = UIFactory.CreateScrollPool(content, "TransformTree", out GameObject scrollObj,
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out GameObject scrollContent, new Color(0.15f, 0.15f, 0.15f));
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@ -230,13 +232,10 @@ namespace UnityExplorer.UI.Panels
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UIFactory.SetLayoutElement(scrollContent, flexibleHeight: 9999);
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// Prototype tree cell
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var prototype = TransformCell.CreatePrototypeCell(scrollContent);
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infiniteScroll.PrototypeCell = prototype.GetComponent<RectTransform>();
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//infiniteScroll.PrototypeCell = prototype.GetComponent<RectTransform>();
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Tree = new TransformTree(infiniteScroll)
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{
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GetRootEntriesMethod = GetRootEntries
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};
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Tree = new TransformTree(infiniteScroll) { GetRootEntriesMethod = GetRootEntries };
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Tree.Init();
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// some references
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@ -42,7 +42,7 @@ namespace UnityExplorer.UI.Widgets
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uiRoot.SetActive(true);
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}
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public static GameObject CreatePrototypeCell(GameObject parent)
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public static RectTransform CreatePrototypeCell(GameObject parent)
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{
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var prototype = UIFactory.CreateHorizontalGroup(parent, "PrototypeCell", true, true, true, true, 2, default,
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new Color(0.15f, 0.15f, 0.15f), TextAnchor.MiddleCenter);
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@ -68,7 +68,7 @@ namespace UnityExplorer.UI.Widgets
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prototype.SetActive(false);
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return prototype;
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return rect;
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}
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}
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}
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@ -49,9 +49,11 @@ namespace UnityExplorer.UI.Widgets
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{
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yield return null;
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var proto = ButtonCell<T>.CreatePrototypeCell(Scroller.UIRoot);
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RefreshData();
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Scroller.DataSource = this;
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Scroller.Initialize(this);
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Scroller.Initialize(this, proto);
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}
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public void RefreshData()
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@ -12,6 +12,7 @@ namespace UnityExplorer.UI.Widgets
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public DynamicCell(GameObject uiRoot)
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{
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this.uiRoot = uiRoot;
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m_enabled = uiRoot.activeSelf;
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}
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public bool Enabled => m_enabled;
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@ -32,7 +33,7 @@ namespace UnityExplorer.UI.Widgets
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uiRoot.SetActive(true);
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}
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public static GameObject CreatePrototypeCell(GameObject parent)
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public static RectTransform CreatePrototypeCell(GameObject parent)
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{
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var prototype = UIFactory.CreateVerticalGroup(parent, "PrototypeCell", true, true, true, true, 0, new Vector4(1, 0, 0, 0),
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new Color(0.15f, 0.15f, 0.15f), TextAnchor.MiddleCenter);
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@ -47,7 +48,7 @@ namespace UnityExplorer.UI.Widgets
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prototype.SetActive(false);
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return prototype;
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return rect;
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}
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}
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}
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@ -9,20 +9,19 @@ using UnityExplorer.UI.Models;
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namespace UnityExplorer.UI.Widgets
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{
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// TODO: there is possibly still a bug causing the content to jump around, sometimes observed when
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// the pooled content height is extremely large (compared to viewport). maybe it depends on the
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// top/bottom cells or something.
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/// <summary>
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/// An object-pooled ScrollRect, attempts to support content of any size and provide a scrollbar for it.<br/>
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/// <br/>
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/// IMPORTANT CAVEATS:<br/>
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/// - A cell cannot be smaller than the Prototype cell's default height<br/>
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/// - (maybe?) A cell must start at the default height and only increase after being displayed for the first time<br/>
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/// </summary>
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/// An object-pooled ScrollRect, attempts to support content of any size and provide a scrollbar for it.</summary>
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public class ScrollPool : UIBehaviourModel
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{
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// used to track and manage cell views
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public class CachedCell
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{
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public ScrollPool Pool { get; }
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public RectTransform Rect { get; }
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public RectTransform Rect { get; internal set; }
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public ICell Cell { get; }
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public CachedCell(ScrollPool pool, RectTransform rect, ICell cell)
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@ -38,13 +37,15 @@ namespace UnityExplorer.UI.Widgets
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this.scrollRect = scrollRect;
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}
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public int ExtraPoolCells => 10;
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public float ExtraPoolThreshold => PrototypeCell.rect.height * ExtraPoolCells;
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public float HalfPoolThreshold => ExtraPoolThreshold * 0.5f;
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public IPoolDataSource DataSource;
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public RectTransform PrototypeCell;
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private float PrototypeHeight => PrototypeCell.rect.height;
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public int ExtraPoolCells => 10;
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public float ExtraPoolThreshold => PrototypeHeight * ExtraPoolCells;
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public float HalfPoolThreshold => ExtraPoolThreshold * 0.5f;
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// UI
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public override GameObject UIRoot => scrollRect.gameObject;
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@ -81,7 +82,7 @@ namespace UnityExplorer.UI.Widgets
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private int CurrentDataCount => bottomDataIndex + 1;
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private Vector2 _prevAnchoredPos;
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private Vector2 _prevViewportSize; // TODO track viewport height and add if height increased
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private float _prevViewportHeight; // TODO track viewport height and add if height increased
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#region Internal set tracking and update
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@ -111,11 +112,17 @@ namespace UnityExplorer.UI.Widgets
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public void Rebuild()
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{
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Initialize(DataSource);
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Initialize(DataSource, PrototypeCell);
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}
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public void Initialize(IPoolDataSource dataSource)
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public void Initialize(IPoolDataSource dataSource, RectTransform prototypeCell)
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{
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if (!prototypeCell)
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throw new Exception("No prototype cell set, cannot initialize");
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this.PrototypeCell = prototypeCell;
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PrototypeCell.transform.SetParent(Viewport, false);
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HeightCache = new DataHeightManager(this);
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DataSource = dataSource;
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@ -136,10 +143,9 @@ namespace UnityExplorer.UI.Widgets
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yield return null;
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_prevAnchoredPos = scrollRect.content.anchoredPosition;
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_prevViewportSize = new Vector2(scrollRect.viewport.rect.width, scrollRect.viewport.rect.height);
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_prevAnchoredPos = Content.anchoredPosition;
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SetRecycleViewBounds();
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SetRecycleViewBounds(false);
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float start = Time.realtimeSinceStartup;
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CreateCellPool();
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@ -151,11 +157,114 @@ namespace UnityExplorer.UI.Widgets
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scrollRect.onValueChanged.AddListener(OnValueChangedListener);
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}
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private void SetRecycleViewBounds()
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// Cell pool
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private void CreateCellPool()
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{
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if (CellPool.Any())
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{
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foreach (var cell in CellPool)
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GameObject.Destroy(cell.Rect.gameObject);
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CellPool.Clear();
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}
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float currentPoolCoverage = 0f;
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float requiredCoverage = scrollRect.viewport.rect.height + ExtraPoolThreshold;// * ExtraPoolCoverageRatio;
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topPoolCellIndex = 0;
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bottomPoolIndex = -1;
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// create cells until the Pool area is covered.
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// use minimum default height so that maximum pool count is reached.
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while (currentPoolCoverage <= requiredCoverage)
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{
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bottomPoolIndex++;
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//Instantiate and add to Pool
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RectTransform rect = GameObject.Instantiate(PrototypeCell.gameObject).GetComponent<RectTransform>();
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rect.gameObject.SetActive(true);
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rect.name = $"Cell_{CellPool.Count + 1}";
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var cell = DataSource.CreateCell(rect);
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CellPool.Add(new CachedCell(this, rect, cell));
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rect.SetParent(scrollRect.content, false);
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currentPoolCoverage += rect.rect.height;
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}
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bottomDataIndex = CellPool.Count - 1;
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// after creating pool, set displayed cells.
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for (int i = 0; i < CellPool.Count; i++)
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{
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var cell = CellPool[i];
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SetCell(cell, i);
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}
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LayoutRebuilder.ForceRebuildLayoutImmediate(Content);
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}
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private void SetRecycleViewBounds(bool checkHeightGrow)
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{
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var extra = ExtraPoolThreshold;
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extra *= 0.5f;
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RecycleViewBounds = new Vector2(Viewport.MinY() + extra, Viewport.MaxY() - extra);
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if (checkHeightGrow && _prevViewportHeight < Viewport.rect.height && _prevViewportHeight != 0.0f)
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RefillCellPool();
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_prevViewportHeight = Viewport.rect.height;
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}
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private void RefillCellPool()
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{
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// TODO buggy for some reason, not quite right.
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var requiredCoverage = Math.Abs(RecycleViewBounds.y - RecycleViewBounds.x);
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var currentCoverage = CellPool.Count * PrototypeHeight;
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if (currentCoverage < requiredCoverage)
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{
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//int cellsRequired = (int)Math.Ceiling((decimal)(requiredCoverage - currentCoverage) / (decimal)PrototypeHeight);
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while (currentCoverage <= requiredCoverage)
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{
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//bottomPoolIndex++;
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ExplorerCore.Log("Adding to end of pool");
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//Instantiate and add to Pool
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RectTransform rect = GameObject.Instantiate(PrototypeCell.gameObject).GetComponent<RectTransform>();
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rect.gameObject.SetActive(true);
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rect.name = $"Cell_{CellPool.Count + 1}";
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rect.SetParent(scrollRect.content, false);
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currentCoverage += rect.rect.height;
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bottomDataIndex++;
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}
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CellPool.Clear();
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int childCount = Content.childCount;
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for (int i = 0; i < childCount; i++)
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{
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var rect = Content.GetChild(i).GetComponent<RectTransform>();
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var cell = DataSource.CreateCell(rect);
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CellPool.Add(new CachedCell(this, rect, cell));
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ExplorerCore.Log("Assigned cell rect " + i);
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}
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// reassign cell references
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topPoolCellIndex = 0;
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bottomPoolIndex = CellPool.Count - 1;
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// after creating pool, set displayed cells.
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for (int i = 0; i < CellPool.Count; i++)
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{
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var cell = CellPool[i];
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SetCell(cell, i);
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}
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}
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}
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// Refresh methods
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@ -190,7 +299,7 @@ namespace UnityExplorer.UI.Widgets
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// ExplorerCore.Log("RefreshCells | " + Time.time);
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SetRecycleViewBounds();
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SetRecycleViewBounds(true);
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// jump to bottom if the data count went below our bottom data index
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bool jumpToBottom = false;
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@ -205,7 +314,7 @@ namespace UnityExplorer.UI.Widgets
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}
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if (HeightCache.Count < count)
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HeightCache.SetIndex(count - 1, PrototypeCell.rect.height);
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HeightCache.SetIndex(count - 1, PrototypeHeight);
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else if (HeightCache.Count > count)
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{
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while (HeightCache.Count > count)
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@ -243,7 +352,7 @@ namespace UnityExplorer.UI.Widgets
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}
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LayoutRebuilder.ForceRebuildLayoutImmediate(Content);
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SetRecycleViewBounds();
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//SetRecycleViewBounds(false);
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NormalizedScrollBounds = new Vector2(Viewport.rect.height * 0.5f, TotalDataHeight - (Viewport.rect.height * 0.5f));
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scrollRect.UpdatePrevData();
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}
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@ -259,64 +368,6 @@ namespace UnityExplorer.UI.Widgets
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HeightCache.SetIndex(dataIndex, cachedCell.Cell.Enabled ? cachedCell.Rect.rect.height : 0f);
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}
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// Cell pool
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private void CreateCellPool()
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{
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if (CellPool.Any())
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{
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foreach (var cell in CellPool)
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GameObject.Destroy(cell.Rect.gameObject);
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CellPool.Clear();
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}
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if (!PrototypeCell)
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throw new Exception("No prototype cell set, cannot initialize");
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//Set the prototype cell active and set cell anchor as top
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//PrototypeCell.gameObject.SetActive(true);
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float currentPoolCoverage = 0f;
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float requiredCoverage = scrollRect.viewport.rect.height + ExtraPoolThreshold;// * ExtraPoolCoverageRatio;
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topPoolCellIndex = 0;
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bottomPoolIndex = -1;
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// create cells until the Pool area is covered.
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// use minimum default height so that maximum pool count is reached.
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while (currentPoolCoverage <= requiredCoverage)
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{
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bottomPoolIndex++;
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//Instantiate and add to Pool
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RectTransform rect = GameObject.Instantiate(PrototypeCell.gameObject).GetComponent<RectTransform>();
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rect.gameObject.SetActive(true);
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rect.name = $"Cell_{CellPool.Count + 1}";
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var cell = DataSource.CreateCell(rect);
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CellPool.Add(new CachedCell(this, rect, cell));
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rect.SetParent(scrollRect.content, false);
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//cell.Disable();
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currentPoolCoverage += rect.rect.height;
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}
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bottomDataIndex = CellPool.Count - 1;
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// after creating pool, set displayed cells.
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for (int i = 0; i < CellPool.Count; i++)
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{
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var cell = CellPool[i];
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SetCell(cell, i);
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}
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LayoutRebuilder.ForceRebuildLayoutImmediate(Content);
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//Deactivate prototype cell if it is not a prefab(i.e it's present in scene)
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if (PrototypeCell.gameObject.scene.IsValid())
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PrototypeCell.gameObject.SetActive(false);
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}
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// Value change processor
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private void OnValueChangedListener(Vector2 val)
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@ -326,7 +377,7 @@ namespace UnityExplorer.UI.Widgets
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//ExplorerCore.Log("ScrollRect.OnValueChanged | " + Time.time + ", val: " + val.y.ToString("F5"));
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SetRecycleViewBounds();
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SetRecycleViewBounds(true);
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RefreshCells();
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float yChange = (scrollRect.content.anchoredPosition - _prevAnchoredPos).y;
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@ -356,11 +407,11 @@ namespace UnityExplorer.UI.Widgets
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UpdateSliderHandle();
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}
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private bool ShouldRecycleTop => GetCellExtent(CellPool[topPoolCellIndex]) >= RecycleViewBounds.x
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&& CellPool[bottomPoolIndex].Rect.position.y < Viewport.MaxY();
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private bool ShouldRecycleTop => GetCellExtent(CellPool[topPoolCellIndex]) >= RecycleViewBounds.x;
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//&& CellPool[bottomPoolIndex].Rect.position.y < Viewport.MaxY();
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private bool ShouldRecycleBottom => CellPool[bottomPoolIndex].Rect.position.y < RecycleViewBounds.y
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&& GetCellExtent(CellPool[topPoolCellIndex]) < Viewport.MinY();
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private bool ShouldRecycleBottom => CellPool[bottomPoolIndex].Rect.position.y < RecycleViewBounds.y;
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//&& GetCellExtent(CellPool[topPoolCellIndex]) < Viewport.MinY();
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private float GetCellExtent(CachedCell cell) => cell.Rect.MaxY() - contentLayout.spacing;
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@ -103,7 +103,7 @@ namespace UnityExplorer.UI.Widgets
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ExplorerCore.LogWarning("The object was destroyed!");
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}
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public static GameObject CreatePrototypeCell(GameObject parent)
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public static RectTransform CreatePrototypeCell(GameObject parent)
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{
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var prototype = UIFactory.CreateHorizontalGroup(parent, "PrototypeCell", true, true, true, true, 2, default,
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new Color(0.15f, 0.15f, 0.15f), TextAnchor.MiddleCenter);
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@ -136,7 +136,7 @@ namespace UnityExplorer.UI.Widgets
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prototype.SetActive(false);
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return prototype;
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return rect;
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}
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}
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}
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@ -70,8 +70,10 @@ namespace UnityExplorer.UI.Widgets
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{
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yield return null;
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var prototype = TransformCell.CreatePrototypeCell(Scroller.UIRoot);
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RefreshData();
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Scroller.Initialize(this);
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Scroller.Initialize(this, prototype);
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}
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public ICell CreateCell(RectTransform cellTransform)
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