final touches on scroll pool

This commit is contained in:
Sinai 2021-04-22 03:31:03 +10:00
parent 837d5792be
commit 29b453dc91
2 changed files with 53 additions and 71 deletions

View File

@ -168,7 +168,7 @@ namespace UnityExplorer.UI.Widgets
}
if (rangeStart == -1)
throw new Exception($"Couldn't find range start index, rangeStart is -1.");
rangeStart = rangeToDataIndexCache.Count - 1;
if (spreadDiff > 0)
{

View File

@ -14,24 +14,9 @@ namespace UnityExplorer.UI.Widgets
/// </summary>
public class ScrollPool : UIBehaviourModel
{
//// used to track and manage cell views
//public class CachedCell
//{
// public ScrollPool Pool { get; }
// public RectTransform Rect { get; internal set; }
// public ICell Cell { get; }
// public CachedCell(ScrollPool pool, RectTransform rect, ICell cell)
// {
// this.Pool = pool;
// this.Rect = rect;
// this.Cell = cell;
// }
//}
public ScrollPool(ScrollRect scrollRect)
{
this.scrollRect = scrollRect;
this.ScrollRect = scrollRect;
}
public IPoolDataSource DataSource;
@ -40,18 +25,18 @@ namespace UnityExplorer.UI.Widgets
private float PrototypeHeight => PrototypeCell.rect.height;
public int ExtraPoolCells => 10;
public float ExtraPoolThreshold => PrototypeHeight * ExtraPoolCells;
public float HalfPoolThreshold => ExtraPoolThreshold * 0.5f;
public float RecycleThreshold => PrototypeHeight * ExtraPoolCells;
public float HalfThreshold => RecycleThreshold * 0.5f;
// UI
public override GameObject UIRoot => scrollRect.gameObject;
public override GameObject UIRoot => ScrollRect.gameObject;
public RectTransform Viewport => scrollRect.viewport;
public RectTransform Content => scrollRect.content;
public RectTransform Viewport => ScrollRect.viewport;
public RectTransform Content => ScrollRect.content;
internal Slider slider;
internal ScrollRect scrollRect;
internal ScrollRect ScrollRect;
internal VerticalLayoutGroup contentLayout;
// Cache / tracking
@ -123,20 +108,20 @@ namespace UnityExplorer.UI.Widgets
HeightCache = new DataHeightManager(this);
DataSource = dataSource;
this.contentLayout = scrollRect.content.GetComponent<VerticalLayoutGroup>();
this.slider = scrollRect.GetComponentInChildren<Slider>();
this.contentLayout = ScrollRect.content.GetComponent<VerticalLayoutGroup>();
this.slider = ScrollRect.GetComponentInChildren<Slider>();
slider.onValueChanged.AddListener(OnSliderValueChanged);
scrollRect.vertical = true;
scrollRect.horizontal = false;
ScrollRect.vertical = true;
ScrollRect.horizontal = false;
scrollRect.onValueChanged.RemoveListener(OnValueChangedListener);
ScrollRect.onValueChanged.RemoveListener(OnValueChangedListener);
RuntimeProvider.Instance.StartCoroutine(InitCoroutine());
}
private IEnumerator InitCoroutine()
{
scrollRect.content.anchoredPosition = Vector2.zero;
ScrollRect.content.anchoredPosition = Vector2.zero;
yield return null;
// set intial bounds
@ -151,7 +136,7 @@ namespace UnityExplorer.UI.Widgets
UpdateSliderHandle();
// add onValueChanged listener after setup
scrollRect.onValueChanged.AddListener(OnValueChangedListener);
ScrollRect.onValueChanged.AddListener(OnValueChangedListener);
}
private void SetScrollBounds()
@ -171,7 +156,7 @@ namespace UnityExplorer.UI.Widgets
}
float currentPoolCoverage = 0f;
float requiredCoverage = scrollRect.viewport.rect.height + ExtraPoolThreshold;// * ExtraPoolCoverageRatio;
float requiredCoverage = ScrollRect.viewport.rect.height + RecycleThreshold;
topPoolIndex = 0;
bottomPoolIndex = -1;
@ -188,7 +173,7 @@ namespace UnityExplorer.UI.Widgets
rect.name = $"Cell_{CellPool.Count + 1}";
var cell = DataSource.CreateCell(rect);
CellPool.Add(cell);
rect.SetParent(scrollRect.content, false);
rect.SetParent(ScrollRect.content, false);
currentPoolCoverage += rect.rect.height;
}
@ -197,33 +182,41 @@ namespace UnityExplorer.UI.Widgets
bottomDataIndex = CellPool.Count - 1;
// after creating pool, set displayed cells.
for (int i = 0; i < CellPool.Count; i++)
SetCell(CellPool[i], i);
var enumerator = GetPoolEnumerator();
while (enumerator.MoveNext())
SetCell(CellPool[enumerator.Current.cellIndex], enumerator.Current.dataIndex);
LayoutRebuilder.ForceRebuildLayoutImmediate(Content);
}
private void SetRecycleViewBounds(bool checkHeightGrow)
/// <summary>ret = cell pool was extended</summary>
private bool SetRecycleViewBounds(bool checkHeightGrow)
{
RecycleViewBounds = new Vector2(Viewport.MinY() + HalfPoolThreshold, Viewport.MaxY() - HalfPoolThreshold);
bool ret = false;
RecycleViewBounds = new Vector2(Viewport.MinY() + HalfThreshold, Viewport.MaxY() - HalfThreshold);
if (checkHeightGrow && _prevViewportHeight < Viewport.rect.height && _prevViewportHeight != 0.0f)
ExtendCellPool();
{
ret = ExtendCellPool();
}
_prevViewportHeight = Viewport.rect.height;
return ret;
}
// TODO this is working fine except the content jumps to the top while dragging (then jumps back after).
// Not sure why, should be fixable though.
private void ExtendCellPool()
private bool ExtendCellPool()
{
bool ret = false;
var requiredCoverage = Math.Abs(RecycleViewBounds.y - RecycleViewBounds.x);
var currentCoverage = CellPool.Count * PrototypeHeight;
int cellsRequired = (int)Math.Ceiling((decimal)(requiredCoverage - currentCoverage) / (decimal)PrototypeHeight);
if (cellsRequired > 0)
{
var pos = Content.anchoredPosition.y;
ret = true;
WritingLocked = true;
// Disable cells so DataSource can handle its content if need be
var enumerator = GetPoolEnumerator();
@ -234,19 +227,22 @@ namespace UnityExplorer.UI.Widgets
}
bottomDataIndex += cellsRequired;
int maxDataIndex = Math.Max(CellPool.Count + cellsRequired - 1, DataSource.ItemCount - 1);
if (bottomDataIndex > maxDataIndex)
bottomDataIndex = maxDataIndex;
// CreateCellPool will destroy existing cells and recreate list.
CreateCellPool(false);
//LayoutRebuilder.ForceRebuildLayoutImmediate(Content);
//scrollRect.UpdatePrevData();
// set content anchor position back
Content.anchoredPosition = new Vector2(0, pos);
LayoutRebuilder.ForceRebuildLayoutImmediate(Content);
scrollRect.UpdatePrevData();
//Content.anchoredPosition = new Vector2(0, pos);
ScrollRect.UpdatePrevData();
SetScrollBounds();
}
return ret;
}
// Refresh methods
@ -279,8 +275,6 @@ namespace UnityExplorer.UI.Widgets
{
if (!CellPool.Any()) return;
// ExplorerCore.Log("RefreshCells | " + Time.time);
SetRecycleViewBounds(true);
// jump to bottom if the data count went below our bottom data index
@ -334,9 +328,8 @@ namespace UnityExplorer.UI.Widgets
}
LayoutRebuilder.ForceRebuildLayoutImmediate(Content);
//SetRecycleViewBounds(false);
SetScrollBounds();
scrollRect.UpdatePrevData();
ScrollRect.UpdatePrevData();
}
private void SetCell(ICell cachedCell, int dataIndex)
@ -344,7 +337,6 @@ namespace UnityExplorer.UI.Widgets
cachedCell.Enable();
DataSource.SetCell(cachedCell, dataIndex);
// DO NEED THIS! Potentially slightly expensive, but everything breaks if we dont do this.
LayoutRebuilder.ForceRebuildLayoutImmediate(cachedCell.Rect);
if (dataIndex < DataSource.ItemCount)
@ -358,12 +350,10 @@ namespace UnityExplorer.UI.Widgets
if (WritingLocked)
return;
//ExplorerCore.Log("ScrollRect.OnValueChanged | " + Time.time + ", val: " + val.y.ToString("F5"));
if (!SetRecycleViewBounds(true))
RefreshCells();
SetRecycleViewBounds(true);
RefreshCells();
float yChange = (scrollRect.content.anchoredPosition - _prevAnchoredPos).y;
float yChange = (ScrollRect.content.anchoredPosition - _prevAnchoredPos).y;
float adjust = 0f;
if (yChange > 0) // Scrolling down
@ -379,11 +369,11 @@ namespace UnityExplorer.UI.Widgets
}
var vector = new Vector2(0, adjust);
scrollRect.m_ContentStartPosition += vector;
scrollRect.m_PrevPosition += vector;
ScrollRect.m_ContentStartPosition += vector;
ScrollRect.m_PrevPosition += vector;
LayoutRebuilder.ForceRebuildLayoutImmediate(Content);
_prevAnchoredPos = scrollRect.content.anchoredPosition;
_prevAnchoredPos = ScrollRect.content.anchoredPosition;
SetScrollBounds();
@ -534,7 +524,7 @@ namespace UnityExplorer.UI.Widgets
poolStartIndex = Math.Min(DataSource.ItemCount - CellPool.Count, poolStartIndex);
// for content at the very top, just use the desired position as the anchor pos.
if (desiredMinY < ExtraPoolThreshold * 0.5f)
if (desiredMinY < RecycleThreshold * 0.5f)
{
Content.anchoredPosition = new Vector2(0, desiredMinY);
}
@ -548,17 +538,9 @@ namespace UnityExplorer.UI.Widgets
Content.anchoredPosition = new Vector2(0, diff);
}
scrollRect.UpdatePrevData();
LayoutRebuilder.ForceRebuildLayoutImmediate(Content);
//var pos = Content.anchoredPosition.y;
bottomDataIndex = poolStartIndex + CellPool.Count - 1;
RefreshCells(true, false);
scrollRect.UpdatePrevData();
LayoutRebuilder.ForceRebuildLayoutImmediate(Content);
UpdateSliderHandle(true);
}