This commit is contained in:
Sinai 2021-04-24 05:23:29 +10:00
parent bda286ddae
commit 38bd19c243
2 changed files with 61 additions and 55 deletions

View File

@ -51,7 +51,8 @@ namespace UnityExplorer.UI.Panels
public override void Update()
{
SceneExplorer.Update();
if (SelectedTab == 0)
SceneExplorer.Update();
}
public override void SaveToConfigManager()

View File

@ -43,12 +43,15 @@ namespace UnityExplorer.UI.Widgets
public float DefaultHeight => m_defaultHeight ?? (float)(m_defaultHeight = ScrollPool.PrototypeCell.rect.height);
private float? m_defaultHeight;
/// <summary>Get the first range (division of DefaultHeight) which the position appears in.</summary>
private int GetRangeIndexOfPosition(float position) => (int)Math.Floor((decimal)position / (decimal)DefaultHeight);
// for efficient lookup of "which data index is at this position"
// list index: DefaultHeight * index from top of data
// list value: the data index at this position
private readonly List<int> rangeToDataIndexCache = new List<int>();
/// <summary>
/// Lookup table for "which data index first appears at this position"<br/>
/// Index: DefaultHeight * index from top of data<br/>
/// Value: the first data index at this position<br/>
/// </summary>
private readonly List<int> rangeCache = new List<int>();
public DataViewInfo this[int index]
{
@ -56,19 +59,30 @@ namespace UnityExplorer.UI.Widgets
set => SetIndex(index, value);
}
private int GetSpread(float startPosition, float height)
/// <summary>
/// Get the spread of the height, starting from the start position.<br/><br/>
/// The "spread" begins at the start of the next interval of the DefaultHeight, then increases for
/// every interval beyond that.
/// </summary>
private int GetRangeSpread(float startPosition, float height)
{
// get the remainder of the start position divided by min height
float rem = startPosition % DefaultHeight;
// if there is a remainder, this means the previous cell started in
// our first cell and they take priority, so reduce our height by
// (minHeight - remainder) to account for that. We need to fill that
// gap and reach the next cell before we take priority.
if (!Mathf.Approximately(rem, 0f))
height -= (DefaultHeight - rem);
return (int)Math.Ceiling((decimal)height / (decimal)DefaultHeight);
}
/// <summary>Append a data index to the cache with the provided height value.</summary>
public void Add(float value)
{
int spread = GetSpread(totalHeight, value);
int spread = GetRangeSpread(totalHeight, value);
heightCache.Add(new DataViewInfo()
{
@ -79,11 +93,12 @@ namespace UnityExplorer.UI.Widgets
int dataIdx = heightCache.Count - 1;
for (int i = 0; i < spread; i++)
rangeToDataIndexCache.Add(dataIdx);
rangeCache.Add(dataIdx);
totalHeight += value;
}
/// <summary>Remove the last (highest count) index from the height cache.</summary>
public void RemoveLast()
{
if (!heightCache.Any())
@ -94,6 +109,28 @@ namespace UnityExplorer.UI.Widgets
heightCache.RemoveAt(heightCache.Count - 1);
}
/// <summary>Get the data index at the specific position of the total height cache.</summary>
public int GetDataIndexAtPosition(float desiredHeight) => GetDataIndexAtPosition(desiredHeight, out _);
/// <summary>Get the data index at the specific position of the total height cache.</summary>
public int GetDataIndexAtPosition(float desiredHeight, out DataViewInfo cache)
{
cache = null;
int rangeIndex = GetRangeIndexOfPosition(desiredHeight);
if (rangeIndex <= 0)
return 0;
if (rangeCache.Count <= rangeIndex)
return rangeCache[rangeCache.Count - 1];
int dataIndex = rangeCache[rangeIndex];
cache = heightCache[dataIndex];
return dataIndex;
}
/// <summary>Set a given data index with the specified value.</summary>
public void SetIndex(int dataIndex, float height, bool ignoreDataCount = false)
{
if (!ignoreDataCount)
@ -134,29 +171,13 @@ namespace UnityExplorer.UI.Widgets
int rangeIndex = GetRangeIndexOfPosition(cache.startPosition);
// var spread = GetRangeIndexOfPosition(value);
int spread = GetSpread(cache.startPosition, height);
int spread = GetRangeSpread(cache.startPosition, height);
// setting range index beyond current count, need to append
if (rangeToDataIndexCache.Count <= rangeIndex)
if (rangeCache.Count <= rangeIndex)
{
// if the gap is > 1, we need to fill that gap. This shouldn't really ever happen but just in case.
if (rangeToDataIndexCache.Count < rangeIndex)
{
int lastDataIdx = rangeToDataIndexCache[rangeToDataIndexCache.Count - 1];
while (rangeToDataIndexCache.Count < rangeIndex)
{
if (lastDataIdx < dataIndex - 1)
lastDataIdx++;
rangeToDataIndexCache.Add(lastDataIdx);
heightCache[lastDataIdx].normalizedSpread++;
}
}
// apend spread for this data
for (int i = 0; i < spread; i++)
rangeToDataIndexCache.Add(dataIndex);
cache.normalizedSpread = spread;
// This should never happen, there is a gap in the previous data. Trigger rebuild?
// I stress-tested the scroll pool and didn't seem to encounter this, leaving for now.
ExplorerCore.LogWarning($"rangeToDataIndex.Count ({rangeCache.Count}) <= rangeIndex ({rangeIndex})?");
}
else if (spread != cache.normalizedSpread)
{
@ -168,11 +189,11 @@ namespace UnityExplorer.UI.Widgets
int rangeStart = -1;
// the start will always be at LEAST (no less) PrototypeHeight * index, cells can never be smaller than that.
int minStart = rangeToDataIndexCache[dataIndex];
int minStart = rangeCache[dataIndex];
for (int i = minStart; i < rangeToDataIndexCache.Count; i++)
for (int i = minStart; i < rangeCache.Count; i++)
{
if (rangeToDataIndexCache[i] == dataIndex)
if (rangeCache[i] == dataIndex)
{
rangeStart = i;
break;
@ -180,24 +201,27 @@ namespace UnityExplorer.UI.Widgets
// our index is further down. add the min difference and try again.
// the iterator will add 1 on the next loop so account for that.
int jmp = dataIndex - rangeToDataIndexCache[i] - 1;
int jmp = dataIndex - rangeCache[i] - 1;
i += jmp < 1 ? 0 : jmp;
}
if (rangeStart == -1)
rangeStart = rangeToDataIndexCache.Count - 1;
{
ExplorerCore.LogWarning($"DataHeightCache corrupt? Couldn't find dataIndex {dataIndex} anywhere in range cache.");
return;
}
if (spreadDiff > 0)
{
// need to insert
for (int i = 0; i < spreadDiff; i++)
rangeToDataIndexCache.Insert(rangeStart, dataIndex);
rangeCache.Insert(rangeStart, dataIndex);
}
else
{
// need to remove
for (int i = 0; i < -spreadDiff; i++)
rangeToDataIndexCache.RemoveAt(rangeStart);
rangeCache.RemoveAt(rangeStart);
}
}
@ -209,24 +233,5 @@ namespace UnityExplorer.UI.Widgets
SisterCache.SetIndex(realIdx, height, true);
}
}
public int GetDataIndexAtPosition(float desiredHeight)
{
return GetDataIndexAtPosition(desiredHeight, out _);
}
public int GetDataIndexAtPosition(float desiredHeight, out DataViewInfo cache)
{
cache = null;
int rangeIndex = GetRangeIndexOfPosition(desiredHeight);
if (rangeToDataIndexCache.Count <= rangeIndex || rangeIndex < 0)
return -1;
int dataIndex = rangeToDataIndexCache[rangeIndex];
cache = heightCache[dataIndex];
return dataIndex;
}
}
}