mirror of
https://github.com/sinai-dev/UnityExplorer.git
synced 2025-01-06 01:23:31 +08:00
replace old scrollpool with new dynamic one, more progress
This commit is contained in:
parent
8b5e385c28
commit
7a253fa0a0
@ -1,313 +0,0 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using UnityEngine;
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using UnityEngine.UI;
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using UnityExplorer.Core.Config;
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using UnityExplorer.Core.Runtime;
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using UnityExplorer.UI.Models;
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using UnityExplorer.UI.Utility;
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using UnityExplorer.UI.Widgets;
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namespace UnityExplorer.UI.Panels
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{
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public class GameObjectInspector : UIPanel
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{
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public override string Name => "GameObject Inspector";
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//public SimpleListSource<Component> ComponentList;
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public override void Update()
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{
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}
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public List<Component> GetEntries()
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{
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var comp = Camera.main;
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return new List<Component>
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{
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comp, comp, comp, comp, comp
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};
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}
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public void OnCellClicked(SimpleCell<Component> cell)
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{
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ExplorerCore.Log("Cell clicked!");
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}
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//public void SetCell(SimpleCell<Component> cell, int index)
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//{
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// var comp = ComponentList.currentEntries[index];
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// if (!comp)
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// cell.buttonText.text = "<color=red>[Destroyed]</color>";
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// else
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// cell.buttonText.text = ToStringUtility.GetDefaultLabel(comp, ReflectionProvider.Instance.GetActualType(comp), true, false);
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//}
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public bool ShouldDisplay(Component comp, string filter)
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{
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return comp.name.ToLower().Contains(filter);
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}
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public override void LoadSaveData()
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{
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ApplySaveData(ConfigManager.GameObjectInspectorData.Value);
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}
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public override void SaveToConfigManager()
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{
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ConfigManager.GameObjectInspectorData.Value = this.ToSaveData();
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}
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public override void OnFinishResize(RectTransform panel)
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{
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base.OnFinishResize(panel);
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RuntimeProvider.Instance.StartCoroutine(DelayedRefresh(panel));
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}
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private float previousRectHeight;
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private IEnumerator DelayedRefresh(RectTransform obj)
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{
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yield return null;
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if (obj.rect.height != previousRectHeight)
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{
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// height changed, hard refresh required.
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previousRectHeight = obj.rect.height;
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//scrollPool.ReloadData();
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}
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//scrollPool.Refresh();
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}
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public override void SetDefaultPosAndAnchors()
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{
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mainPanelRect.localPosition = Vector2.zero;
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mainPanelRect.anchorMin = new Vector2(1, 0);
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mainPanelRect.anchorMax = new Vector2(1, 1);
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mainPanelRect.sizeDelta = new Vector2(-300f, mainPanelRect.sizeDelta.y);
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mainPanelRect.anchoredPosition = new Vector2(-200, 0);
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mainPanelRect.offsetMin = new Vector2(mainPanelRect.offsetMin.x, 100); // bottom
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mainPanelRect.offsetMax = new Vector2(mainPanelRect.offsetMax.x, -50); // top
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mainPanelRect.pivot = new Vector2(0.5f, 0.5f);
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}
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private DynamicScrollPool scrollPool;
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public override void ConstructPanelContent()
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{
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// temp debug
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scrollPool = UIFactory.CreateDynamicScrollPool(content, "Test", out GameObject scrollObj,
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out GameObject scrollContent, new Color(0.15f, 0.15f, 0.15f));
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UIFactory.SetLayoutElement(scrollObj, flexibleHeight: 9999);
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UIFactory.SetLayoutElement(scrollContent, flexibleHeight: 9999);
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var test = new DynamicListTest(scrollPool);
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test.Init();
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var prototype = DynamicCellTest.CreatePrototypeCell(scrollContent);
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scrollPool.PrototypeCell = prototype.GetComponent<RectTransform>();
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//// Component list
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//var scrollPool = (ScrollPool)UIFactory.CreateScrollPool<ScrollPool>(content, "ComponentList", out GameObject scrollObj,
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// out GameObject scrollContent, new Color(0.15f, 0.15f, 0.15f));
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//UIFactory.SetLayoutElement(scrollObj, flexibleHeight: 9999);
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//UIFactory.SetLayoutElement(scrollContent, flexibleHeight: 9999);
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//ComponentList = new SimpleListSource<Component>(scrollPool, GetEntries, CreateCell, SetCell, ShouldDisplay);
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//ComponentList.Init();
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//// Prototype tree cell
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//var prototype = SimpleCell<Component>.CreatePrototypeCell(scrollContent);
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//scrollPool.PrototypeCell = prototype.GetComponent<RectTransform>();
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previousRectHeight = mainPanelRect.rect.height;
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}
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}
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public class DynamicListTest : IDynamicDataSource
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{
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public struct Data
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{
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public float height; public Color color;
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public Data(float f, Color c) { height = f; color = c; }
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};
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public int ItemCount => imaginaryData.Count;
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public float DefaultCellHeight => 25f;
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// private List<DynamicCellTest> cellCache = new List<DynamicCellTest>();
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private List<Data> imaginaryData;
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internal DynamicScrollPool Scroller;
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public DynamicListTest(DynamicScrollPool scroller) { Scroller = scroller; }
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public void Init()
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{
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imaginaryData = new List<Data>();
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for (int i = 0; i < 100; i++)
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{
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imaginaryData.Add(new Data
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{
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height = (UnityEngine.Random.Range(25f, 800f)
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+ UnityEngine.Random.Range(25f, 50f)
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+ 50f)
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* 0.25f,
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//height = 25f,
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color = new Color
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{
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r = UnityEngine.Random.Range(0.1f, 0.8f),
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g = UnityEngine.Random.Range(0.1f, 0.8f),
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b = UnityEngine.Random.Range(0.1f, 0.8f),
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a = 1
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}
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});
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}
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RuntimeProvider.Instance.StartCoroutine(InitCoroutine());
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}
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private IEnumerator InitCoroutine()
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{
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yield return null;
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//RefreshData();
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Scroller.DataSource = this;
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Scroller.Initialize(this);
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}
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public ICell CreateCell(RectTransform cellTransform)
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{
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var cell = new DynamicCellTest(cellTransform.gameObject,
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cellTransform.GetComponentInChildren<Image>(),
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cellTransform.Find("Label").GetComponent<Text>());
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return cell;
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}
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//public float GetHeightForCell(int index)
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//{
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// if (index < 0 || index >= imaginaryData.Count)
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// return 0f;
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// return imaginaryData[index].height;
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//}
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//public float GetTotalHeight()
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//{
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// float ret = 0f;
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// foreach (var f in imaginaryData)
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// ret += f.height;
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// return ret;
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//}
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public void SetCell(ICell icell, int index)
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{
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if (index < 0 || index >= imaginaryData.Count)
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{
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icell.Disable();
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return;
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}
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var cell = icell as DynamicCellTest;
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var data = imaginaryData[index];
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cell.image.color = data.color;
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cell.text.text = $"{index}: {data.height}";
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cell.Height = data.height;
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}
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}
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public class DynamicCellTest : IDynamicCell
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{
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public DynamicScrollPool.CachedCell Cached;
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public DynamicCellTest(GameObject uiRoot, Image image, Text text)
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{
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this.uiRoot = uiRoot;
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this.image = image;
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this.text = text;
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var button = uiRoot.GetComponentInChildren<Button>();
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var layout = uiRoot.GetComponent<LayoutElement>();
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button.onClick.AddListener(() =>
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{
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if (!expanded)
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{
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layout.minHeight = this.Height;
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expanded = true;
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if (Cached != null) Cached.Height = Height;
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}
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else
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{
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this.Height = 25;// default height
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layout.minHeight = Height;
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expanded = false;
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if (Cached != null) Cached.Height = Height;
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}
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});
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}
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private bool expanded;
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public bool Enabled => m_enabled;
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private bool m_enabled;
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public float Height;
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public GameObject uiRoot;
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public Image image;
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public Text text;
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public LayoutGroup layoutGroup;
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public Button button;
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public void Disable()
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{
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m_enabled = false;
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uiRoot.SetActive(false);
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//image.color = Color.red;
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}
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public void Enable()
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{
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m_enabled = true;
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uiRoot.SetActive(true);
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}
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public float GetHeight()
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{
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return Height;
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}
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public static GameObject 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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//var cell = prototype.AddComponent<TransformCell>();
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var rect = prototype.GetComponent<RectTransform>();
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rect.anchorMin = new Vector2(0, 1);
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rect.anchorMax = new Vector2(0, 1);
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rect.pivot = new Vector2(0.5f, 1);
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rect.sizeDelta = new Vector2(25, 25);
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UIFactory.SetLayoutElement(prototype, minWidth: 100, flexibleWidth: 9999, minHeight: 25, flexibleHeight: 0);
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var text = UIFactory.CreateLabel(prototype, "Label", "notset", TextAnchor.MiddleCenter);
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UIFactory.SetLayoutElement(text.gameObject, minHeight: 25, minWidth: 200, flexibleWidth: 0);
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var button = UIFactory.CreateButton(prototype, "button", "Toggle");
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UIFactory.SetLayoutElement(button.gameObject, minWidth: 50, flexibleWidth: 0, minHeight: 25);
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prototype.SetActive(false);
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return prototype;
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}
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}
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}
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205
src/UI/Panels/InspectorTest.cs
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205
src/UI/Panels/InspectorTest.cs
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@ -0,0 +1,205 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using UnityEngine;
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using UnityEngine.UI;
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using UnityExplorer.Core.Config;
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using UnityExplorer.Core.Runtime;
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using UnityExplorer.UI.Models;
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using UnityExplorer.UI.Utility;
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using UnityExplorer.UI.Widgets;
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namespace UnityExplorer.UI.Panels
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{
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public class InspectorTest : UIPanel
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{
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public override string Name => "Inspector";
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//public SimpleListSource<Component> ComponentList;
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public override void Update()
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{
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}
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public override void LoadSaveData()
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{
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ApplySaveData(ConfigManager.GameObjectInspectorData.Value);
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}
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public override void SaveToConfigManager()
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{
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ConfigManager.GameObjectInspectorData.Value = this.ToSaveData();
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}
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public override void OnFinishResize(RectTransform panel)
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{
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base.OnFinishResize(panel);
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RuntimeProvider.Instance.StartCoroutine(DelayedRefresh(panel));
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}
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private float previousRectHeight;
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private IEnumerator DelayedRefresh(RectTransform obj)
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{
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yield return null;
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if (obj.rect.height != previousRectHeight)
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{
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// height changed, hard refresh required.
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previousRectHeight = obj.rect.height;
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//scrollPool.ReloadData();
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}
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//scrollPool.Refresh();
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}
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public override void SetDefaultPosAndAnchors()
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{
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mainPanelRect.localPosition = Vector2.zero;
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mainPanelRect.anchorMin = new Vector2(1, 0);
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mainPanelRect.anchorMax = new Vector2(1, 1);
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mainPanelRect.sizeDelta = new Vector2(-300f, mainPanelRect.sizeDelta.y);
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mainPanelRect.anchoredPosition = new Vector2(-200, 0);
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mainPanelRect.offsetMin = new Vector2(mainPanelRect.offsetMin.x, 100); // bottom
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mainPanelRect.offsetMax = new Vector2(mainPanelRect.offsetMax.x, -50); // top
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mainPanelRect.pivot = new Vector2(0.5f, 0.5f);
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}
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private ScrollPool scrollPool;
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public override void ConstructPanelContent()
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{
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//UIRoot.GetComponent<Mask>().enabled = false;
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// temp debug
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scrollPool = UIFactory.CreateScrollPool(content, "Test", out GameObject scrollObj,
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out GameObject scrollContent, new Color(0.15f, 0.15f, 0.15f));
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UIFactory.SetLayoutElement(scrollObj, flexibleHeight: 9999);
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UIFactory.SetLayoutElement(scrollContent, flexibleHeight: 9999);
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var test = new DynamicListTest(scrollPool, this);
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test.Init();
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var prototype = DynamicCellTest.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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GameObject.DontDestroyOnLoad(dummyContentHolder);
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for (int i = 0; i < 10; i++)
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{
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dummyContents.Add(CreateDummyContent());
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}
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previousRectHeight = mainPanelRect.rect.height;
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}
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internal GameObject dummyContentHolder;
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internal readonly List<GameObject> dummyContents = new List<GameObject>();
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private GameObject CreateDummyContent()
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{
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var obj = UIFactory.CreateVerticalGroup(dummyContentHolder, "Content", true, true, true, true, 2, new Vector4(2, 2, 2, 2));
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UIFactory.SetLayoutElement(obj, minHeight: 25, flexibleHeight: 9999);
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var label = UIFactory.CreateLabel(obj, "label", "Dummy " + dummyContents.Count, TextAnchor.MiddleCenter);
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UIFactory.SetLayoutElement(label.gameObject, minHeight: 25, flexibleHeight: 0);
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var inputObj = UIFactory.CreateInputField(obj, "input", "...", out InputField inputField);
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inputField.lineType = InputField.LineType.MultiLineNewline;
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UIFactory.SetLayoutElement(inputObj, minHeight: 25, flexibleHeight: 9999);
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//inputObj.AddComponent<ContentSizeFitter>().verticalFit = ContentSizeFitter.FitMode.PreferredSize;
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return obj;
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}
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}
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public class DynamicListTest : IPoolDataSource
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{
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internal ScrollPool Scroller;
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internal InspectorTest Inspector;
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public DynamicListTest(ScrollPool scroller, InspectorTest inspector)
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{
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Scroller = scroller;
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Inspector = inspector;
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}
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public int ItemCount => Inspector.dummyContents.Count;
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public void Init()
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{
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Scroller.DataSource = this;
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Scroller.Initialize(this);
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}
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public ICell CreateCell(RectTransform cellTransform) => new DynamicCellTest(cellTransform.gameObject);
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public void SetCell(ICell icell, int index)
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{
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if (index < 0 || index >= ItemCount)
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{
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icell.Disable();
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return;
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}
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var root = (icell as DynamicCellTest).uiRoot;
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if (root.transform.Find("Content") is Transform existing)
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{
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ExplorerCore.Log("removing existing content");
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existing.transform.SetParent(Inspector.dummyContentHolder.transform, false);
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}
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var content = Inspector.dummyContents[index];
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content.transform.SetParent(root.transform, false);
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}
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}
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public class DynamicCellTest : ICell
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{
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public DynamicCellTest(GameObject uiRoot)
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{
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this.uiRoot = uiRoot;
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}
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public bool Enabled => m_enabled;
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private bool m_enabled;
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public GameObject uiRoot;
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public InputField input;
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public void Disable()
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{
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m_enabled = false;
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uiRoot.SetActive(false);
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}
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public void Enable()
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{
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m_enabled = true;
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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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{
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var prototype = UIFactory.CreateVerticalGroup(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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var rect = prototype.GetComponent<RectTransform>();
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rect.anchorMin = new Vector2(0, 1);
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rect.anchorMax = new Vector2(0, 1);
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rect.pivot = new Vector2(0.5f, 1);
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rect.sizeDelta = new Vector2(25, 25);
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UIFactory.SetLayoutElement(prototype, minWidth: 100, flexibleWidth: 9999, minHeight: 25, flexibleHeight: 9999);
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prototype.SetActive(false);
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return prototype;
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}
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}
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}
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@ -56,9 +56,9 @@ namespace UnityExplorer.UI.Panels
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public void ExpensiveUpdate()
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{
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Tree.Scroller.ExternallySetting = true;
|
||||
//Tree.Scroller.ExternallySetting = true;
|
||||
SceneHandler.Update();
|
||||
Tree.RefreshData(true);
|
||||
//Tree.RefreshData(true);
|
||||
// Tree.Scroller.ExternallySetting = false;
|
||||
}
|
||||
|
||||
@ -144,9 +144,9 @@ namespace UnityExplorer.UI.Panels
|
||||
{
|
||||
// height increased, hard refresh required.
|
||||
highestRectHeight = obj.rect.height;
|
||||
Tree.Scroller.ReloadData();
|
||||
//Tree.Scroller.ReloadData();
|
||||
}
|
||||
Tree.Scroller.Refresh();
|
||||
Tree.Scroller.RefreshCells(true);
|
||||
}
|
||||
|
||||
public override void SaveToConfigManager()
|
||||
@ -224,21 +224,21 @@ namespace UnityExplorer.UI.Panels
|
||||
|
||||
// Transform Tree
|
||||
|
||||
var infiniteScroll = UIFactory.CreateScrollPool<ScrollPool>(content, "TransformTree", out GameObject scrollObj,
|
||||
var infiniteScroll = UIFactory.CreateScrollPool(content, "TransformTree", out GameObject scrollObj,
|
||||
out GameObject scrollContent, new Color(0.15f, 0.15f, 0.15f));
|
||||
UIFactory.SetLayoutElement(scrollObj, flexibleHeight: 9999);
|
||||
UIFactory.SetLayoutElement(scrollContent, flexibleHeight: 9999);
|
||||
|
||||
// Prototype tree cell
|
||||
var prototype = TransformCell.CreatePrototypeCell(scrollContent);
|
||||
infiniteScroll.PrototypeCell = prototype.GetComponent<RectTransform>();
|
||||
|
||||
Tree = new TransformTree(infiniteScroll)
|
||||
{
|
||||
GetRootEntriesMethod = GetRootEntries
|
||||
};
|
||||
Tree.Init();
|
||||
|
||||
// Prototype tree cell
|
||||
var prototype = TransformCell.CreatePrototypeCell(scrollContent);
|
||||
infiniteScroll.PrototypeCell = prototype.GetComponent<RectTransform>();
|
||||
|
||||
// some references
|
||||
highestRectHeight = mainPanelRect.rect.height;
|
||||
|
||||
|
@ -693,22 +693,8 @@ namespace UnityExplorer.UI
|
||||
return dropdownObj;
|
||||
}
|
||||
|
||||
public static DynamicScrollPool CreateDynamicScrollPool(GameObject parent, string name, out GameObject uiRoot,
|
||||
out GameObject content, Color? bgColor, bool autoResizeSliderHandle = true)
|
||||
{
|
||||
var pool = CreateScrollPool<DynamicScrollPool>(parent, name, out uiRoot, out content, bgColor, autoResizeSliderHandle);
|
||||
|
||||
SetLayoutGroup<VerticalLayoutGroup>(content, true, false, true, true, 2, 2, 2, 2, 2,
|
||||
TextAnchor.UpperCenter);
|
||||
|
||||
var rect = content.GetComponent<RectTransform>();
|
||||
rect.pivot = new Vector2(0.5f, 1f);
|
||||
|
||||
return pool;
|
||||
}
|
||||
|
||||
public static T CreateScrollPool<T>(GameObject parent, string name, out GameObject uiRoot,
|
||||
out GameObject content, Color? bgColor = null, bool autoResizeSliderHandle = true) where T : IScrollPool
|
||||
public static ScrollPool CreateScrollPool(GameObject parent, string name, out GameObject uiRoot,
|
||||
out GameObject content, Color? bgColor = null, bool autoResizeSliderHandle = true)
|
||||
{
|
||||
var mainObj = CreateUIObject(name, parent, new Vector2(1, 1));
|
||||
mainObj.AddComponent<Image>().color = bgColor ?? new Color(0.12f, 0.12f, 0.12f);
|
||||
@ -753,6 +739,8 @@ namespace UnityExplorer.UI
|
||||
slider.direction = Slider.Direction.TopToBottom;
|
||||
SetLayoutElement(sliderObj, minWidth: 25, flexibleWidth: 0, flexibleHeight: 9999);
|
||||
|
||||
RuntimeProvider.Instance.SetColorBlock(slider, disabled: new Color(0.1f, 0.1f, 0.1f));
|
||||
|
||||
if (autoResizeSliderHandle)
|
||||
{
|
||||
slider.handleRect.offsetMin = new Vector2(slider.handleRect.offsetMin.x, 0);
|
||||
@ -767,8 +755,18 @@ namespace UnityExplorer.UI
|
||||
|
||||
uiRoot = mainObj;
|
||||
|
||||
var scrollPool = (T)Activator.CreateInstance(typeof(T), new object[] { scrollRect });
|
||||
scrollPool.AutoResizeHandleRect = autoResizeSliderHandle;
|
||||
var scrollPool = new ScrollPool(scrollRect)
|
||||
{
|
||||
AutoResizeHandleRect = autoResizeSliderHandle
|
||||
};
|
||||
|
||||
SetLayoutGroup<VerticalLayoutGroup>(content, true, false, true, false, 0, 2, 2, 2, 2,
|
||||
TextAnchor.UpperCenter);
|
||||
|
||||
//viewportObj.GetComponent<Mask>().enabled = false;
|
||||
|
||||
var rect = content.GetComponent<RectTransform>();
|
||||
rect.pivot = new Vector2(0.5f, 1f);
|
||||
|
||||
return scrollPool;
|
||||
}
|
||||
|
@ -22,7 +22,7 @@ namespace UnityExplorer.UI
|
||||
|
||||
// panels
|
||||
public static SceneExplorer SceneExplorer { get; private set; }
|
||||
public static GameObjectInspector GOInspector { get; private set; }
|
||||
public static InspectorTest GOInspector { get; private set; }
|
||||
|
||||
// bundle assets
|
||||
internal static Font ConsoleFont { get; private set; }
|
||||
@ -54,7 +54,7 @@ namespace UnityExplorer.UI
|
||||
SceneExplorer = new SceneExplorer();
|
||||
SceneExplorer.ConstructUI(CanvasRoot);
|
||||
|
||||
GOInspector = new GameObjectInspector();
|
||||
GOInspector = new InspectorTest();
|
||||
GOInspector.ConstructUI(CanvasRoot);
|
||||
|
||||
//MainMenu.Create();
|
||||
|
@ -7,20 +7,20 @@ using UnityEngine.UI;
|
||||
|
||||
namespace UnityExplorer.UI.Widgets
|
||||
{
|
||||
public class SimpleCell<T> : ICell
|
||||
public class ButtonCell<T> : ICell
|
||||
{
|
||||
public bool Enabled => m_enabled;
|
||||
private bool m_enabled;
|
||||
|
||||
public Action<SimpleCell<T>> OnClick;
|
||||
public Action<ButtonCell<T>> OnClick;
|
||||
|
||||
public SimpleListSource<T> list;
|
||||
public ButtonListCell<T> list;
|
||||
|
||||
public GameObject uiRoot;
|
||||
public Text buttonText;
|
||||
public Button button;
|
||||
|
||||
public SimpleCell(SimpleListSource<T> list, GameObject uiRoot, Button button, Text text)
|
||||
public ButtonCell(ButtonListCell<T> list, GameObject uiRoot, Button button, Text text)
|
||||
{
|
||||
this.list = list;
|
||||
this.uiRoot = uiRoot;
|
@ -9,7 +9,7 @@ using UnityExplorer.UI.Widgets;
|
||||
|
||||
namespace UnityExplorer.UI.Widgets
|
||||
{
|
||||
public class SimpleListSource<T> : IPoolDataSource
|
||||
public class ButtonListCell<T> : IPoolDataSource
|
||||
{
|
||||
internal ScrollPool Scroller;
|
||||
|
||||
@ -17,9 +17,9 @@ namespace UnityExplorer.UI.Widgets
|
||||
public List<T> currentEntries;
|
||||
|
||||
public Func<List<T>> GetEntries;
|
||||
public Action<SimpleCell<T>, int> SetICell;
|
||||
public Action<ButtonCell<T>, int> SetICell;
|
||||
public Func<T, string, bool> ShouldDisplay;
|
||||
public Action<SimpleCell<T>> OnCellClicked;
|
||||
public Action<ButtonCell<T>> OnCellClicked;
|
||||
|
||||
public string CurrentFilter
|
||||
{
|
||||
@ -28,9 +28,9 @@ namespace UnityExplorer.UI.Widgets
|
||||
}
|
||||
private string currentFilter;
|
||||
|
||||
public SimpleListSource(ScrollPool infiniteScroller, Func<List<T>> getEntriesMethod,
|
||||
Action<SimpleCell<T>, int> setICellMethod, Func<T, string, bool> shouldDisplayMethod,
|
||||
Action<SimpleCell<T>> onCellClickedMethod)
|
||||
public ButtonListCell(ScrollPool infiniteScroller, Func<List<T>> getEntriesMethod,
|
||||
Action<ButtonCell<T>, int> setICellMethod, Func<T, string, bool> shouldDisplayMethod,
|
||||
Action<ButtonCell<T>> onCellClickedMethod)
|
||||
{
|
||||
Scroller = infiniteScroller;
|
||||
|
||||
@ -79,7 +79,7 @@ namespace UnityExplorer.UI.Widgets
|
||||
{
|
||||
var button = rect.GetComponentInChildren<Button>();
|
||||
var text = button.GetComponentInChildren<Text>();
|
||||
var cell = new SimpleCell<T>(this, rect.gameObject, button, text);
|
||||
var cell = new ButtonCell<T>(this, rect.gameObject, button, text);
|
||||
cell.OnClick += OnCellClicked;
|
||||
return cell;
|
||||
}
|
||||
@ -91,7 +91,7 @@ namespace UnityExplorer.UI.Widgets
|
||||
else
|
||||
{
|
||||
cell.Enable();
|
||||
SetICell.Invoke((SimpleCell<T>)cell, index);
|
||||
SetICell.Invoke((ButtonCell<T>)cell, index);
|
||||
}
|
||||
}
|
||||
}
|
@ -1,487 +0,0 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using UnityExplorer.UI.Models;
|
||||
|
||||
namespace UnityExplorer.UI.Widgets
|
||||
{
|
||||
/// <summary>
|
||||
/// A <see cref="ScrollPool"/> for content with cells that vary in height, using VerticalLayoutGroup and LayoutElement.
|
||||
/// </summary>
|
||||
public class DynamicScrollPool : UIBehaviourModel, IScrollPool
|
||||
{
|
||||
// internal class used to track and manage cell views
|
||||
public class CachedCell
|
||||
{
|
||||
public DynamicScrollPool Pool { get; } // reference to this scrollpool
|
||||
public RectTransform Rect { get; } // the Rect (actual UI object)
|
||||
public IDynamicCell Cell { get; } // the ICell (to interface with DataSource)
|
||||
|
||||
// used to automatically manage the Pool's TotalCellHeight
|
||||
public float Height
|
||||
{
|
||||
get => m_height;
|
||||
set
|
||||
{
|
||||
if (value.Equals(m_height))
|
||||
return;
|
||||
var diff = value - m_height;
|
||||
Pool.TotalCellHeight += diff;
|
||||
m_height = value;
|
||||
}
|
||||
}
|
||||
private float m_height;
|
||||
|
||||
public CachedCell(DynamicScrollPool pool, RectTransform rect, IDynamicCell cell)
|
||||
{
|
||||
this.Pool = pool;
|
||||
this.Rect = rect;
|
||||
this.Cell = cell;
|
||||
|
||||
// TODO temp debug
|
||||
(cell as Panels.DynamicCellTest).Cached = this;
|
||||
}
|
||||
}
|
||||
|
||||
public DynamicScrollPool(ScrollRect scrollRect)
|
||||
{
|
||||
this.scrollRect = scrollRect;
|
||||
}
|
||||
|
||||
public bool AutoResizeHandleRect { get; set; }
|
||||
public float ExtraPoolCoverageRatio = 1.2f;
|
||||
public IDynamicDataSource DataSource;
|
||||
public RectTransform PrototypeCell;
|
||||
|
||||
// UI
|
||||
|
||||
public override GameObject UIRoot => scrollRect.gameObject;
|
||||
|
||||
public RectTransform Viewport => scrollRect.viewport;
|
||||
public RectTransform Content => scrollRect.content;
|
||||
|
||||
internal Slider slider;
|
||||
internal ScrollRect scrollRect;
|
||||
internal VerticalLayoutGroup contentLayout;
|
||||
|
||||
// Cache / tracking
|
||||
|
||||
// 1.2x height of Viewport height.
|
||||
private Vector2 RecycleViewBounds;
|
||||
|
||||
private readonly List<CachedCell> CellPool = new List<CachedCell>();
|
||||
// private readonly List<Vector2> DataHeightCache = new List<Vector2>();
|
||||
private readonly List<float> DataHeightCache = new List<float>();
|
||||
|
||||
public float AdjustedTotalCellHeight => TotalCellHeight + (contentLayout.spacing * (CellPool.Count - 1));
|
||||
internal float TotalCellHeight
|
||||
{
|
||||
get => m_totalCellHeight;
|
||||
set
|
||||
{
|
||||
if (TotalCellHeight.Equals(value))
|
||||
return;
|
||||
m_totalCellHeight = value;
|
||||
SetDisplayedContentHeight();
|
||||
}
|
||||
}
|
||||
private float m_totalCellHeight;
|
||||
|
||||
/// <summary>
|
||||
/// The first and last displayed indexes relative to the DataSource's list
|
||||
/// </summary>
|
||||
private int topDataIndex, bottomDataIndex;
|
||||
|
||||
public bool IsDisplayed(int index) => index >= topDataIndex && index <= bottomDataIndex;
|
||||
|
||||
/// <summary>
|
||||
/// For keeping track of where cellPool[0] and cellPool[last] actually are in the transform heirarchy
|
||||
/// </summary>
|
||||
private int topMostCellIndex, bottomMostCellIndex;
|
||||
|
||||
private int CurrentDataCount => bottomDataIndex + 1;
|
||||
|
||||
private Vector2 _prevAnchoredPos;
|
||||
private Vector2 _prevViewportSize; // TODO track viewport height and rebuild on change? or leave that to datasource?
|
||||
|
||||
#region internal set tracking and update
|
||||
|
||||
//private bool _recycling;
|
||||
|
||||
public bool ExternallySetting
|
||||
{
|
||||
get => externallySetting;
|
||||
internal set
|
||||
{
|
||||
if (externallySetting == value)
|
||||
return;
|
||||
timeOfLastExternalSet = Time.time;
|
||||
externallySetting = value;
|
||||
}
|
||||
}
|
||||
private bool externallySetting;
|
||||
private float timeOfLastExternalSet;
|
||||
|
||||
public override void Update()
|
||||
{
|
||||
if (externallySetting && timeOfLastExternalSet < Time.time)
|
||||
externallySetting = false;
|
||||
}
|
||||
#endregion
|
||||
|
||||
// Initialize
|
||||
|
||||
public void Initialize(IDynamicDataSource dataSource)
|
||||
{
|
||||
this.slider = scrollRect.GetComponentInChildren<Slider>();
|
||||
slider.onValueChanged.AddListener(OnSliderValueChanged);
|
||||
this.contentLayout = scrollRect.content.GetComponent<VerticalLayoutGroup>();
|
||||
|
||||
DataSource = dataSource;
|
||||
|
||||
scrollRect.vertical = true;
|
||||
scrollRect.horizontal = false;
|
||||
|
||||
scrollRect.onValueChanged.RemoveListener(OnValueChangedListener);
|
||||
RuntimeProvider.Instance.StartCoroutine(InitCoroutine());
|
||||
}
|
||||
|
||||
private IEnumerator InitCoroutine()
|
||||
{
|
||||
scrollRect.content.anchoredPosition = Vector2.zero;
|
||||
|
||||
yield return null;
|
||||
|
||||
_prevAnchoredPos = scrollRect.content.anchoredPosition;
|
||||
_prevViewportSize = new Vector2(scrollRect.viewport.rect.width, scrollRect.viewport.rect.height);
|
||||
|
||||
SetRecycleViewBounds();
|
||||
//RefreshDataHeightCache();
|
||||
|
||||
CreateCellPool();
|
||||
BuildInitialHeightCache();
|
||||
|
||||
SetDisplayedContentHeight();
|
||||
|
||||
UpdateSliderPositionAndSize();
|
||||
|
||||
scrollRect.onValueChanged.AddListener(OnValueChangedListener);
|
||||
}
|
||||
|
||||
private void BuildInitialHeightCache()
|
||||
{
|
||||
float defaultHeight = DataSource.DefaultCellHeight;
|
||||
for (int i = 0; i < DataSource.ItemCount; i++)
|
||||
{
|
||||
if (i < CellPool.Count)
|
||||
DataHeightCache.Add(CellPool[i].Height);
|
||||
else
|
||||
DataHeightCache.Add(defaultHeight);
|
||||
}
|
||||
}
|
||||
|
||||
private float GetStartPositionOfData(int index)
|
||||
{
|
||||
float start = 0f;
|
||||
for (int i = 0; i < index; i++)
|
||||
start += DataHeightCache[i] + contentLayout.spacing;
|
||||
return start;
|
||||
}
|
||||
|
||||
// Refresh methods
|
||||
|
||||
// TODO need a quick refresh method / populate cells (?)
|
||||
|
||||
public void SetRecycleViewBounds()
|
||||
{
|
||||
var extra = (Viewport.rect.height * ExtraPoolCoverageRatio) - Viewport.rect.height;
|
||||
RecycleViewBounds = new Vector2(Viewport.MinY() + extra, Viewport.MaxY() - extra);
|
||||
}
|
||||
|
||||
public void SetDisplayedContentHeight()
|
||||
{
|
||||
var viewRect = scrollRect.viewport;
|
||||
scrollRect.content.sizeDelta = new Vector2(
|
||||
scrollRect.content.sizeDelta.x,
|
||||
AdjustedTotalCellHeight - viewRect.rect.height);
|
||||
}
|
||||
|
||||
public void UpdateDisplayedHeightCache()
|
||||
{
|
||||
if (!CellPool.Any()) return;
|
||||
|
||||
int cellIdx = topMostCellIndex;
|
||||
int dataIndex = topDataIndex;
|
||||
int iterated = 0;
|
||||
while (iterated < CellPool.Count)
|
||||
{
|
||||
var cell = CellPool[cellIdx];
|
||||
cellIdx++;
|
||||
if (cellIdx >= CellPool.Count)
|
||||
cellIdx = 0;
|
||||
|
||||
cell.Height = cell.Rect.rect.height;
|
||||
DataHeightCache[dataIndex] = cell.Height;
|
||||
|
||||
dataIndex++;
|
||||
iterated++;
|
||||
}
|
||||
}
|
||||
|
||||
// Cell pool
|
||||
|
||||
private void CreateCellPool()
|
||||
{
|
||||
//Reseting Pool
|
||||
if (CellPool.Any())
|
||||
{
|
||||
foreach (var cell in CellPool)
|
||||
GameObject.Destroy(cell.Rect.gameObject);
|
||||
CellPool.Clear();
|
||||
}
|
||||
|
||||
//Set the prototype cell active and set cell anchor as top
|
||||
PrototypeCell.gameObject.SetActive(true);
|
||||
|
||||
//Temps
|
||||
float currentPoolCoverage = 0f;
|
||||
|
||||
float requiredCoverage = scrollRect.viewport.rect.height * ExtraPoolCoverageRatio;
|
||||
|
||||
topMostCellIndex = 0;
|
||||
topDataIndex = 0;
|
||||
bottomMostCellIndex = -1;
|
||||
|
||||
// create cells until the Pool area is covered.
|
||||
// use minimum default height so that maximum pool count is reached.
|
||||
while (currentPoolCoverage < requiredCoverage)
|
||||
{
|
||||
bottomMostCellIndex++;
|
||||
|
||||
//Instantiate and add to Pool
|
||||
RectTransform rect = GameObject.Instantiate(PrototypeCell.gameObject).GetComponent<RectTransform>();
|
||||
rect.name = $"Cell_{CellPool.Count + 1}";
|
||||
var cell = (IDynamicCell)DataSource.CreateCell(rect);
|
||||
CellPool.Add(new CachedCell(this, rect, cell));
|
||||
rect.SetParent(scrollRect.content, false);
|
||||
|
||||
currentPoolCoverage += rect.rect.height + this.contentLayout.spacing;
|
||||
}
|
||||
|
||||
bottomDataIndex = bottomMostCellIndex;
|
||||
|
||||
// after creating pool, set displayed cells.
|
||||
//posY = 0f;
|
||||
for (int i = 0; i < CellPool.Count; i++)
|
||||
{
|
||||
var cell = CellPool[i];
|
||||
SetCell(cell, i);
|
||||
}
|
||||
|
||||
//Deactivate prototype cell if it is not a prefab(i.e it's present in scene)
|
||||
if (PrototypeCell.gameObject.scene.IsValid())
|
||||
PrototypeCell.gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
private void SetCell(CachedCell cell, int dataIndex)
|
||||
{
|
||||
cell.Cell.Enable();
|
||||
DataSource.SetCell(cell.Cell, dataIndex);
|
||||
cell.Height = cell.Cell.Enabled ? cell.Rect.rect.height : 0f;
|
||||
}
|
||||
|
||||
// Value change processor
|
||||
|
||||
internal void OnValueChangedListener(Vector2 val)
|
||||
{
|
||||
if (ExternallySetting)
|
||||
return;
|
||||
|
||||
// ExternallySetting = true;
|
||||
SetRecycleViewBounds();
|
||||
UpdateDisplayedHeightCache();
|
||||
// ExternallySetting = false;
|
||||
|
||||
Vector2 dir = scrollRect.content.anchoredPosition - _prevAnchoredPos;
|
||||
var adjust = ProcessValueChange(dir.y);
|
||||
scrollRect.m_ContentStartPosition += adjust;
|
||||
scrollRect.m_PrevPosition += adjust;
|
||||
_prevAnchoredPos = scrollRect.content.anchoredPosition;
|
||||
|
||||
UpdateSliderPositionAndSize();
|
||||
}
|
||||
|
||||
internal Vector2 ProcessValueChange(float yChange)
|
||||
{
|
||||
if (ExternallySetting)
|
||||
return Vector2.zero;
|
||||
|
||||
SetRecycleViewBounds();
|
||||
|
||||
float adjust = 0f;
|
||||
var topCell = CellPool[topMostCellIndex].Rect;
|
||||
var bottomCell = CellPool[bottomMostCellIndex].Rect;
|
||||
|
||||
if (yChange > 0) // Scrolling down
|
||||
{
|
||||
if (topCell.position.y >= RecycleViewBounds.x)
|
||||
adjust = RecycleTopToBottom();
|
||||
|
||||
}
|
||||
else if (yChange < 0) // Scrolling up
|
||||
{
|
||||
if (bottomCell.MaxY() < RecycleViewBounds.y)
|
||||
adjust = RecycleBottomToTop();
|
||||
}
|
||||
|
||||
return new Vector2(0, adjust);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Recycles cells from top to bottom in the List heirarchy
|
||||
/// </summary>
|
||||
private float RecycleTopToBottom()
|
||||
{
|
||||
ExternallySetting = true;
|
||||
|
||||
float recycledheight = 0f;
|
||||
//float posY;
|
||||
|
||||
while (CellPool[topMostCellIndex].Rect.position.y > RecycleViewBounds.x && CurrentDataCount < DataSource.ItemCount)
|
||||
{
|
||||
var cell = CellPool[topMostCellIndex];
|
||||
|
||||
//Move top cell to bottom
|
||||
cell.Rect.SetAsLastSibling();
|
||||
LayoutRebuilder.ForceRebuildLayoutImmediate(Content);
|
||||
|
||||
// update content position
|
||||
Content.anchoredPosition -= Vector2.up * cell.Height;
|
||||
recycledheight += cell.Height + contentLayout.spacing;
|
||||
|
||||
//set Cell
|
||||
DataSource.SetCell(cell.Cell, CurrentDataCount);
|
||||
cell.Height = cell.Rect.rect.height;
|
||||
|
||||
LayoutRebuilder.ForceRebuildLayoutImmediate(Content);
|
||||
|
||||
//set new indices
|
||||
topDataIndex++;
|
||||
bottomDataIndex++;
|
||||
|
||||
bottomMostCellIndex = topMostCellIndex;
|
||||
topMostCellIndex = (topMostCellIndex + 1) % CellPool.Count;
|
||||
}
|
||||
|
||||
return -recycledheight;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Recycles cells from bottom to top in the List heirarchy
|
||||
/// </summary>
|
||||
private float RecycleBottomToTop()
|
||||
{
|
||||
ExternallySetting = true;
|
||||
|
||||
float recycledheight = 0f;
|
||||
//float posY;
|
||||
|
||||
while (CellPool[bottomMostCellIndex].Rect.MaxY() < RecycleViewBounds.y && CurrentDataCount > CellPool.Count)
|
||||
{
|
||||
var cell = CellPool[bottomMostCellIndex];
|
||||
|
||||
//Move bottom cell to top
|
||||
cell.Rect.SetAsFirstSibling();
|
||||
LayoutRebuilder.ForceRebuildLayoutImmediate(Content);
|
||||
|
||||
// update content position
|
||||
Content.anchoredPosition += Vector2.up * cell.Height;
|
||||
recycledheight += cell.Height + contentLayout.spacing;
|
||||
|
||||
LayoutRebuilder.ForceRebuildLayoutImmediate(Content);
|
||||
|
||||
//set new index
|
||||
topDataIndex--;
|
||||
bottomDataIndex--;
|
||||
|
||||
//set Cell
|
||||
DataSource.SetCell(cell.Cell, topDataIndex);
|
||||
cell.Height = cell.Rect.rect.height;
|
||||
|
||||
//set new indices
|
||||
topMostCellIndex = bottomMostCellIndex;
|
||||
bottomMostCellIndex = (bottomMostCellIndex - 1 + CellPool.Count) % CellPool.Count;
|
||||
}
|
||||
|
||||
return recycledheight;
|
||||
}
|
||||
|
||||
// Slider
|
||||
|
||||
private void UpdateSliderPositionAndSize()
|
||||
{
|
||||
int total = DataSource.ItemCount;
|
||||
total = Math.Max(total, 1);
|
||||
|
||||
// NAIVE TEMP DEBUG - all cells will NOT be the same height!
|
||||
|
||||
var spread = CellPool.Count(it => it.Cell.Enabled);
|
||||
|
||||
// TODO temp debug
|
||||
bool forceValue = true;
|
||||
if (forceValue)
|
||||
{
|
||||
if (spread >= total)
|
||||
slider.value = 0f;
|
||||
else
|
||||
slider.value = (float)((decimal)topDataIndex / Math.Max(1, total - CellPool.Count));
|
||||
}
|
||||
|
||||
if (AutoResizeHandleRect)
|
||||
{
|
||||
var viewportHeight = scrollRect.viewport.rect.height;
|
||||
|
||||
var handleRatio = (decimal)spread / total;
|
||||
var handleHeight = viewportHeight * (float)Math.Min(1, handleRatio);
|
||||
|
||||
handleHeight = Math.Max(handleHeight, 15f);
|
||||
|
||||
// need to resize the handle container area for the size of the handle (bigger handle = smaller container)
|
||||
var container = slider.m_HandleContainerRect;
|
||||
container.offsetMax = new Vector2(container.offsetMax.x, -(handleHeight * 0.5f));
|
||||
container.offsetMin = new Vector2(container.offsetMin.x, handleHeight * 0.5f);
|
||||
|
||||
var handle = slider.handleRect;
|
||||
|
||||
handle.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, handleHeight);
|
||||
|
||||
// if slider is 100% height then make it not interactable.
|
||||
slider.interactable = !Mathf.Approximately(handleHeight, viewportHeight);
|
||||
}
|
||||
}
|
||||
|
||||
private void OnSliderValueChanged(float val)
|
||||
{
|
||||
if (this.ExternallySetting)
|
||||
return;
|
||||
this.ExternallySetting = true;
|
||||
|
||||
// TODO this cant work until we have a cache of all data heights.
|
||||
// will need to maintain that as we go and assume default height for indeterminate cells.
|
||||
}
|
||||
|
||||
private void JumpToIndex(int dataIndex)
|
||||
{
|
||||
// TODO this cant work until we have a cache of all data heights.
|
||||
// will need to maintain that as we go and assume default height for indeterminate cells.
|
||||
}
|
||||
|
||||
|
||||
/// <summary>Use <see cref="UIFactory.CreateScrollPool"/></summary>
|
||||
public override void ConstructUI(GameObject parent) => throw new NotImplementedException();
|
||||
}
|
||||
}
|
@ -1,17 +0,0 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace UnityExplorer.UI.Widgets
|
||||
{
|
||||
public interface IDynamicCell : ICell
|
||||
{
|
||||
//GameObject ExpandableContent { get; }
|
||||
//void OnExpand(bool expanded);
|
||||
|
||||
//event Action<bool> OnExpanded;
|
||||
}
|
||||
}
|
@ -1,13 +0,0 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
|
||||
namespace UnityExplorer.UI.Widgets
|
||||
{
|
||||
public interface IDynamicDataSource : IPoolDataSource
|
||||
{
|
||||
//float GetHeightForCell(int index);
|
||||
float DefaultCellHeight { get; }
|
||||
}
|
||||
}
|
@ -1,12 +0,0 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
|
||||
namespace UnityExplorer.UI.Widgets
|
||||
{
|
||||
public interface IScrollPool
|
||||
{
|
||||
bool AutoResizeHandleRect { get; set; }
|
||||
}
|
||||
}
|
@ -10,50 +10,152 @@ using UnityExplorer.UI.Models;
|
||||
namespace UnityExplorer.UI.Widgets
|
||||
{
|
||||
/// <summary>
|
||||
/// A <see cref="ScrollRect"/> handler which pools displayed cells to improve performance.
|
||||
/// A ScrollRect for a list of content with cells that vary in height, using VerticalLayoutGroup and LayoutElement.
|
||||
/// </summary>
|
||||
public class ScrollPool : UIBehaviourModel, IScrollPool
|
||||
public class ScrollPool : UIBehaviourModel
|
||||
{
|
||||
// a fancy list to track our total data height
|
||||
public class HeightCache
|
||||
{
|
||||
private readonly List<float> heightCache = new List<float>();
|
||||
|
||||
public float TotalHeight => totalHeight;
|
||||
private float totalHeight;
|
||||
|
||||
private static readonly float defaultCellHeight = 25f;
|
||||
|
||||
public float this[int index]
|
||||
{
|
||||
get => heightCache[index];
|
||||
set => OnSetIndex(index, value);
|
||||
}
|
||||
|
||||
public void Add(float value)
|
||||
{
|
||||
heightCache.Add(0f);
|
||||
OnSetIndex(heightCache.Count - 1, value);
|
||||
}
|
||||
|
||||
public void Clear()
|
||||
{
|
||||
heightCache.Clear();
|
||||
totalHeight = 0f;
|
||||
}
|
||||
|
||||
private void OnSetIndex(int index, float value)
|
||||
{
|
||||
if (index >= heightCache.Count)
|
||||
{
|
||||
while (index > heightCache.Count)
|
||||
heightCache.Add(defaultCellHeight);
|
||||
Add(value);
|
||||
return;
|
||||
}
|
||||
|
||||
var curr = heightCache[index];
|
||||
if (curr.Equals(value))
|
||||
return;
|
||||
var diff = value - curr;
|
||||
totalHeight += diff;
|
||||
heightCache[index] = value;
|
||||
}
|
||||
}
|
||||
|
||||
// internal class used to track and manage cell views
|
||||
public class CachedCell
|
||||
{
|
||||
public ScrollPool Pool { get; } // reference to this scrollpool
|
||||
public RectTransform Rect { get; } // the Rect (actual UI object)
|
||||
public ICell Cell { get; } // the ICell (to interface with DataSource)
|
||||
|
||||
// used to automatically manage the Pool's TotalCellHeight
|
||||
public float Height
|
||||
{
|
||||
get => m_height;
|
||||
set
|
||||
{
|
||||
if (value.Equals(m_height))
|
||||
return;
|
||||
var diff = value - m_height;
|
||||
Pool.TotalCellHeight += diff;
|
||||
m_height = value;
|
||||
}
|
||||
}
|
||||
private float m_height;
|
||||
|
||||
public CachedCell(ScrollPool pool, RectTransform rect, ICell cell)
|
||||
{
|
||||
this.Pool = pool;
|
||||
this.Rect = rect;
|
||||
this.Cell = cell;
|
||||
}
|
||||
}
|
||||
|
||||
public ScrollPool(ScrollRect scrollRect)
|
||||
{
|
||||
this.scrollRect = scrollRect;
|
||||
Init();
|
||||
}
|
||||
|
||||
public IPoolDataSource DataSource;
|
||||
public bool AutoResizeHandleRect { get; set; }
|
||||
public float ExtraPoolCoverageRatio = 1.3f;
|
||||
|
||||
public int PoolCount => _cachedCells.Count;
|
||||
public IPoolDataSource DataSource;
|
||||
public RectTransform PrototypeCell;
|
||||
private float DefaultCellHeight => PrototypeCell?.rect.height ?? 25f;
|
||||
|
||||
// UI
|
||||
|
||||
public override GameObject UIRoot => scrollRect.gameObject;
|
||||
|
||||
/// <summary>Use <see cref="UIFactory.CreateScrollPool"/></summary>
|
||||
public override void ConstructUI(GameObject parent) => throw new NotImplementedException();
|
||||
public RectTransform Viewport => scrollRect.viewport;
|
||||
public RectTransform Content => scrollRect.content;
|
||||
|
||||
internal Slider slider;
|
||||
internal ScrollRect scrollRect;
|
||||
internal VerticalLayoutGroup contentLayout;
|
||||
|
||||
public bool AutoResizeHandleRect { get; set; }
|
||||
// Cache / tracking
|
||||
|
||||
internal RectTransform PrototypeCell;
|
||||
internal Slider _slider;
|
||||
/// <summary>Extra clearance height relative to Viewport height, based on <see cref="ExtraPoolCoverageRatio"/>.</summary>
|
||||
private Vector2 RecycleViewBounds;
|
||||
|
||||
// Cell pool
|
||||
private float _cellWidth, _cellHeight;
|
||||
private List<RectTransform> _cellPool;
|
||||
private List<ICell> _cachedCells;
|
||||
private Bounds _recyclableViewBounds;
|
||||
private readonly HeightCache DataHeightCache = new HeightCache();
|
||||
|
||||
/// <summary>
|
||||
/// Extra pooled cells above AND below the viewport (so actual extra pool is double this value).
|
||||
/// The first and last pooled indices relative to the DataSource's list
|
||||
/// </summary>
|
||||
public int ExtraCellPoolSize = 2;
|
||||
private int bottomDataIndex;
|
||||
private int TopDataIndex => bottomDataIndex - CellPool.Count + 1;
|
||||
|
||||
private readonly List<CachedCell> CellPool = new List<CachedCell>();
|
||||
|
||||
public float AdjustedTotalCellHeight => TotalCellHeight + (contentLayout.spacing * (CellPool.Count - 1));
|
||||
internal float TotalCellHeight
|
||||
{
|
||||
get => m_totalCellHeight;
|
||||
set
|
||||
{
|
||||
if (TotalCellHeight.Equals(value))
|
||||
return;
|
||||
m_totalCellHeight = value;
|
||||
SetContentHeight();
|
||||
}
|
||||
}
|
||||
private float m_totalCellHeight;
|
||||
|
||||
/// <summary>
|
||||
/// The first and last indices of our CellPool in the transform heirarchy
|
||||
/// </summary>
|
||||
private int topPoolCellIndex, bottomPoolIndex;
|
||||
|
||||
private int CurrentDataCount => bottomDataIndex + 1;
|
||||
|
||||
private readonly Vector3[] _corners = new Vector3[4];
|
||||
private bool _recycling;
|
||||
private Vector2 _prevAnchoredPos;
|
||||
internal Vector2 _lastScroll;
|
||||
private Vector2 _prevViewportSize; // TODO track viewport height and rebuild on change
|
||||
|
||||
internal int currentItemCount; //item count corresponding to the datasource.
|
||||
internal int topMostCellIndex, bottomMostCellIndex; //Topmost and bottommost cell in the heirarchy
|
||||
#region internal set tracking and update
|
||||
|
||||
//private bool _recycling;
|
||||
|
||||
public bool ExternallySetting
|
||||
{
|
||||
@ -69,64 +171,411 @@ namespace UnityExplorer.UI.Widgets
|
||||
private bool externallySetting;
|
||||
private float timeOfLastExternalSet;
|
||||
|
||||
private Vector2 zeroVector = Vector2.zero;
|
||||
|
||||
public override void Init()
|
||||
{
|
||||
_slider = scrollRect.GetComponentInChildren<Slider>();
|
||||
|
||||
_slider.onValueChanged.AddListener((float val) =>
|
||||
{
|
||||
if (this.ExternallySetting)
|
||||
return;
|
||||
this.ExternallySetting = true;
|
||||
|
||||
// Jump to val * count (ie, 0.0 would jump to top, 1.0 would jump to bottom)
|
||||
var index = Math.Floor(val * DataSource.ItemCount);
|
||||
JumpToIndex((int)index);
|
||||
});
|
||||
}
|
||||
|
||||
public override void Update()
|
||||
{
|
||||
if (externallySetting && timeOfLastExternalSet < Time.time)
|
||||
externallySetting = false;
|
||||
}
|
||||
#endregion
|
||||
|
||||
// Initialize
|
||||
|
||||
internal void OnValueChangedListener(Vector2 _)
|
||||
public void Rebuild()
|
||||
{
|
||||
Initialize(DataSource);
|
||||
}
|
||||
|
||||
public void Initialize(IPoolDataSource dataSource)
|
||||
{
|
||||
DataSource = dataSource;
|
||||
|
||||
this.contentLayout = scrollRect.content.GetComponent<VerticalLayoutGroup>();
|
||||
this.slider = scrollRect.GetComponentInChildren<Slider>();
|
||||
slider.onValueChanged.AddListener(OnSliderValueChanged);
|
||||
|
||||
scrollRect.vertical = true;
|
||||
scrollRect.horizontal = false;
|
||||
|
||||
scrollRect.onValueChanged.RemoveListener(OnValueChangedListener);
|
||||
RuntimeProvider.Instance.StartCoroutine(InitCoroutine());
|
||||
}
|
||||
|
||||
private IEnumerator InitCoroutine()
|
||||
{
|
||||
scrollRect.content.anchoredPosition = Vector2.zero;
|
||||
|
||||
yield return null;
|
||||
|
||||
_prevAnchoredPos = scrollRect.content.anchoredPosition;
|
||||
_prevViewportSize = new Vector2(scrollRect.viewport.rect.width, scrollRect.viewport.rect.height);
|
||||
|
||||
SetRecycleViewBounds();
|
||||
|
||||
BuildInitialHeightCache();
|
||||
CreateCellPool();
|
||||
|
||||
SetContentHeight();
|
||||
|
||||
UpdateSliderPositionAndSize();
|
||||
|
||||
scrollRect.onValueChanged.AddListener(OnValueChangedListener);
|
||||
}
|
||||
|
||||
private void BuildInitialHeightCache()
|
||||
{
|
||||
DataHeightCache.Clear();
|
||||
float defaultHeight = DefaultCellHeight;
|
||||
for (int i = 0; i < DataSource.ItemCount; i++)
|
||||
{
|
||||
if (i < CellPool.Count)
|
||||
DataHeightCache.Add(CellPool[i].Height);
|
||||
else
|
||||
DataHeightCache.Add(defaultHeight);
|
||||
}
|
||||
}
|
||||
|
||||
private void SetRecycleViewBounds()
|
||||
{
|
||||
var extra = (Viewport.rect.height * ExtraPoolCoverageRatio) - Viewport.rect.height;
|
||||
extra *= 0.5f;
|
||||
RecycleViewBounds = new Vector2(Viewport.MinY() + extra, Viewport.MaxY() - extra);
|
||||
}
|
||||
|
||||
private void SetContentHeight()
|
||||
{
|
||||
var viewRect = scrollRect.viewport;
|
||||
scrollRect.content.sizeDelta = new Vector2(
|
||||
scrollRect.content.sizeDelta.x,
|
||||
AdjustedTotalCellHeight - viewRect.rect.height);
|
||||
}
|
||||
|
||||
// Refresh methods
|
||||
|
||||
private struct CellInfo { public int cellIndex, dataIndex; }
|
||||
|
||||
private IEnumerator<CellInfo> GetPoolEnumerator()
|
||||
{
|
||||
int cellIdx = topPoolCellIndex;
|
||||
int dataIndex = TopDataIndex;
|
||||
int iterated = 0;
|
||||
while (iterated < CellPool.Count)
|
||||
{
|
||||
yield return new CellInfo()
|
||||
{
|
||||
cellIndex = cellIdx,
|
||||
dataIndex = dataIndex
|
||||
};
|
||||
|
||||
cellIdx++;
|
||||
if (cellIdx >= CellPool.Count)
|
||||
cellIdx = 0;
|
||||
|
||||
dataIndex++;
|
||||
iterated++;
|
||||
}
|
||||
}
|
||||
|
||||
// TODO this is not quite right, it can move the content, it shouldnt move it
|
||||
|
||||
public void RefreshCells(bool andReloadFromDataSource = false)
|
||||
{
|
||||
if (!CellPool.Any()) return;
|
||||
|
||||
SetRecycleViewBounds();
|
||||
|
||||
bool jumpToBottom = false;
|
||||
if (andReloadFromDataSource)
|
||||
{
|
||||
int count = DataSource.ItemCount;
|
||||
if (bottomDataIndex > count)
|
||||
{
|
||||
bottomDataIndex = Math.Max(count - 1, CellPool.Count - 1);
|
||||
jumpToBottom = true;
|
||||
}
|
||||
}
|
||||
|
||||
var enumerator = GetPoolEnumerator();
|
||||
while (enumerator.MoveNext())
|
||||
{
|
||||
var curr = enumerator.Current;
|
||||
var cell = CellPool[curr.cellIndex];
|
||||
|
||||
if (andReloadFromDataSource)
|
||||
SetCell(cell, curr.dataIndex);
|
||||
else
|
||||
{
|
||||
cell.Height = cell.Rect.rect.height;
|
||||
DataHeightCache[curr.dataIndex] = cell.Height;
|
||||
}
|
||||
}
|
||||
|
||||
SetRecycleViewBounds();
|
||||
SetContentHeight();
|
||||
|
||||
if (andReloadFromDataSource)
|
||||
{
|
||||
RecycleBottomToTop();
|
||||
RecycleTopToBottom();
|
||||
}
|
||||
|
||||
SetContentHeight();
|
||||
UpdateSliderPositionAndSize();
|
||||
|
||||
if (jumpToBottom)
|
||||
{
|
||||
var diff = Viewport.MaxY() - CellPool[bottomPoolIndex].Rect.MaxY();
|
||||
Content.anchoredPosition += Vector2.up * diff;
|
||||
}
|
||||
}
|
||||
|
||||
private void SetCell(CachedCell cachedCell, int dataIndex)
|
||||
{
|
||||
cachedCell.Cell.Enable();
|
||||
DataSource.SetCell(cachedCell.Cell, dataIndex);
|
||||
|
||||
LayoutRebuilder.ForceRebuildLayoutImmediate(Content);
|
||||
|
||||
// ExplorerCore.Log("Set cell, real height is " + cachedCell.Rect.rect.height + ", pref height is " + cachedCell.Rect.GetComponent<LayoutElement>().preferredHeight);
|
||||
|
||||
cachedCell.Height = cachedCell.Cell.Enabled ? cachedCell.Rect.rect.height : 0f;
|
||||
DataHeightCache[dataIndex] = cachedCell.Height;
|
||||
//ExplorerCore.Log("set to cache as " + cachedCell.Height);
|
||||
}
|
||||
|
||||
//private void UpdateDisplayedHeightCache()
|
||||
//{
|
||||
// if (!CellPool.Any()) return;
|
||||
|
||||
// var enumerator = GetPoolEnumerator();
|
||||
// while (enumerator.MoveNext())
|
||||
// {
|
||||
// var curr = enumerator.Current;
|
||||
// var cell = CellPool[curr.cellIndex];
|
||||
// cell.Height = cell.Rect.rect.height;
|
||||
// DataHeightCache[curr.dataIndex] = cell.Height;
|
||||
// }
|
||||
|
||||
// //int cellIdx = topPoolCellIndex;
|
||||
// //int dataIndex = topDataIndex;
|
||||
// //int iterated = 0;
|
||||
// //while (iterated < CellPool.Count)
|
||||
// //{
|
||||
// // var cell = CellPool[cellIdx];
|
||||
// // cellIdx++;
|
||||
// // if (cellIdx >= CellPool.Count)
|
||||
// // cellIdx = 0;
|
||||
// //
|
||||
// // cell.Height = cell.Rect.rect.height;
|
||||
// // DataHeightCache[dataIndex] = cell.Height;
|
||||
// //
|
||||
// // dataIndex++;
|
||||
// // iterated++;
|
||||
// //}
|
||||
//}
|
||||
|
||||
// Cell pool
|
||||
|
||||
private void CreateCellPool()
|
||||
{
|
||||
//Reseting Pool
|
||||
if (CellPool.Any())
|
||||
{
|
||||
foreach (var cell in CellPool)
|
||||
GameObject.Destroy(cell.Rect.gameObject);
|
||||
CellPool.Clear();
|
||||
}
|
||||
|
||||
if (!PrototypeCell)
|
||||
{
|
||||
ExplorerCore.Log("no prototype cell, cannot initialize");
|
||||
return;
|
||||
}
|
||||
|
||||
//Set the prototype cell active and set cell anchor as top
|
||||
PrototypeCell.gameObject.SetActive(true);
|
||||
|
||||
float currentPoolCoverage = 0f;
|
||||
float requiredCoverage = scrollRect.viewport.rect.height * ExtraPoolCoverageRatio;
|
||||
|
||||
topPoolCellIndex = 0;
|
||||
//topDataIndex = 0;
|
||||
bottomPoolIndex = -1;
|
||||
|
||||
// create cells until the Pool area is covered.
|
||||
// use minimum default height so that maximum pool count is reached.
|
||||
while (currentPoolCoverage < requiredCoverage)
|
||||
{
|
||||
bottomPoolIndex++;
|
||||
|
||||
//Instantiate and add to Pool
|
||||
RectTransform rect = GameObject.Instantiate(PrototypeCell.gameObject).GetComponent<RectTransform>();
|
||||
rect.name = $"Cell_{CellPool.Count + 1}";
|
||||
var cell = DataSource.CreateCell(rect);
|
||||
CellPool.Add(new CachedCell(this, rect, cell));
|
||||
rect.SetParent(scrollRect.content, false);
|
||||
|
||||
currentPoolCoverage += rect.rect.height + this.contentLayout.spacing;
|
||||
}
|
||||
|
||||
bottomDataIndex = bottomPoolIndex;
|
||||
|
||||
// after creating pool, set displayed cells.
|
||||
//posY = 0f;
|
||||
for (int i = 0; i < CellPool.Count; i++)
|
||||
{
|
||||
var cell = CellPool[i];
|
||||
SetCell(cell, i);
|
||||
}
|
||||
|
||||
//Deactivate prototype cell if it is not a prefab(i.e it's present in scene)
|
||||
if (PrototypeCell.gameObject.scene.IsValid())
|
||||
PrototypeCell.gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
// Value change processor
|
||||
|
||||
private void OnValueChangedListener(Vector2 val)
|
||||
{
|
||||
if (ExternallySetting)
|
||||
return;
|
||||
|
||||
ExternallySetting = true;
|
||||
SetRecycleViewBounds();
|
||||
RefreshCells();
|
||||
|
||||
Vector2 dir = scrollRect.content.anchoredPosition - _prevAnchoredPos;
|
||||
scrollRect.m_ContentStartPosition += ProcessValueChange(dir);
|
||||
float yChange = (scrollRect.content.anchoredPosition - _prevAnchoredPos).y;
|
||||
float adjust = 0f;
|
||||
|
||||
if (yChange > 0) // Scrolling down
|
||||
{
|
||||
if (ShouldRecycleTop)
|
||||
adjust = RecycleTopToBottom();
|
||||
|
||||
}
|
||||
else if (yChange < 0) // Scrolling up
|
||||
{
|
||||
if (ShouldRecycleBottom)
|
||||
adjust = RecycleBottomToTop();
|
||||
}
|
||||
|
||||
var vector = new Vector2(0, adjust);
|
||||
scrollRect.m_ContentStartPosition += vector;
|
||||
scrollRect.m_PrevPosition += vector;
|
||||
|
||||
LayoutRebuilder.ForceRebuildLayoutImmediate(Content);
|
||||
_prevAnchoredPos = scrollRect.content.anchoredPosition;
|
||||
|
||||
UpdateSlider();
|
||||
|
||||
// ExternallySetting = false;
|
||||
UpdateSliderPositionAndSize();
|
||||
}
|
||||
|
||||
internal void UpdateSlider(bool forceValue = true)
|
||||
private bool ShouldRecycleTop => GetCellExtent(CellPool[topPoolCellIndex]) >= RecycleViewBounds.x
|
||||
//&& CellPool[topMostCellIndex].Rect.position.y >= Viewport.MinY()
|
||||
&& CellPool[bottomPoolIndex].Rect.position.y > RecycleViewBounds.y;
|
||||
|
||||
private bool ShouldRecycleBottom => GetCellExtent(CellPool[bottomPoolIndex]) < RecycleViewBounds.y
|
||||
//&& CellPool[bottomMostCellIndex].Rect.position.y < Viewport.MaxY()
|
||||
&& CellPool[topPoolCellIndex].Rect.position.y < RecycleViewBounds.x;
|
||||
|
||||
private float GetCellExtent(CachedCell cell) => cell.Rect.MaxY() - contentLayout.spacing;
|
||||
|
||||
private float RecycleTopToBottom()
|
||||
{
|
||||
ExternallySetting = true;
|
||||
|
||||
float recycledheight = 0f;
|
||||
|
||||
while (ShouldRecycleTop && CurrentDataCount < DataSource.ItemCount)
|
||||
//while (GetCellExtent(CellPool[topMostCellIndex]) > Viewport.MinY() && CurrentDataCount < DataSource.ItemCount)
|
||||
{
|
||||
var cell = CellPool[topPoolCellIndex];
|
||||
|
||||
//Move top cell to bottom
|
||||
cell.Rect.SetAsLastSibling();
|
||||
var prevHeight = cell.Rect.rect.height;
|
||||
|
||||
// update content position
|
||||
Content.anchoredPosition -= Vector2.up * prevHeight;
|
||||
recycledheight += prevHeight + contentLayout.spacing;
|
||||
|
||||
//set Cell
|
||||
SetCell(cell, CurrentDataCount);
|
||||
|
||||
//set new indices
|
||||
//topDataIndex++;
|
||||
bottomDataIndex++;
|
||||
|
||||
bottomPoolIndex = topPoolCellIndex;
|
||||
topPoolCellIndex = (topPoolCellIndex + 1) % CellPool.Count;
|
||||
}
|
||||
|
||||
return -recycledheight;
|
||||
}
|
||||
|
||||
private float RecycleBottomToTop()
|
||||
{
|
||||
ExternallySetting = true;
|
||||
|
||||
float recycledheight = 0f;
|
||||
|
||||
// works, except when moving+resizing a cell at the top, that seems to cause issues, need to fix that.
|
||||
|
||||
while (ShouldRecycleBottom && CurrentDataCount > CellPool.Count)
|
||||
{
|
||||
var cell = CellPool[bottomPoolIndex];
|
||||
|
||||
//Move bottom cell to top
|
||||
cell.Rect.SetAsFirstSibling();
|
||||
var prevHeight = cell.Rect.rect.height;
|
||||
|
||||
// update content position
|
||||
Content.anchoredPosition += Vector2.up * prevHeight;
|
||||
recycledheight += prevHeight + contentLayout.spacing;
|
||||
|
||||
//set new index
|
||||
//topDataIndex--;
|
||||
bottomDataIndex--;
|
||||
|
||||
//set Cell
|
||||
SetCell(cell, TopDataIndex);
|
||||
|
||||
// move content again for new cell size
|
||||
var newHeight = cell.Rect.rect.height;
|
||||
var diff = newHeight - prevHeight;
|
||||
if (diff != 0.0f)
|
||||
{
|
||||
SetContentHeight();
|
||||
Content.anchoredPosition += Vector2.up * diff;
|
||||
recycledheight += diff;
|
||||
}
|
||||
|
||||
//set new indices
|
||||
topPoolCellIndex = bottomPoolIndex;
|
||||
bottomPoolIndex = (bottomPoolIndex - 1 + CellPool.Count) % CellPool.Count;
|
||||
}
|
||||
|
||||
return recycledheight;
|
||||
}
|
||||
|
||||
// Slider
|
||||
|
||||
private void UpdateSliderPositionAndSize()
|
||||
{
|
||||
int total = DataSource.ItemCount;
|
||||
total = Math.Max(total, 1);
|
||||
|
||||
var spread = _cellPool.Count - (ExtraCellPoolSize * 2);
|
||||
// NAIVE TEMP DEBUG - all cells will NOT be the same height!
|
||||
|
||||
var spread = CellPool.Count(it => it.Cell.Enabled);
|
||||
|
||||
// TODO temp debug
|
||||
bool forceValue = true;
|
||||
if (forceValue)
|
||||
{
|
||||
var range = GetDisplayedRange();
|
||||
if (spread >= total)
|
||||
_slider.value = 0f;
|
||||
slider.value = 0f;
|
||||
else
|
||||
// top-most displayed index divided by (totalCount - displayedRange)
|
||||
_slider.value = (float)((decimal)range.x / Math.Max(1, (total - _cellPool.Count)));
|
||||
slider.value = (float)((decimal)TopDataIndex / Math.Max(1, total - CellPool.Count));
|
||||
}
|
||||
|
||||
// resize the handle rect to reflect the size of the displayed content vs. the total content height.
|
||||
if (AutoResizeHandleRect)
|
||||
{
|
||||
var viewportHeight = scrollRect.viewport.rect.height;
|
||||
@ -137,358 +586,37 @@ namespace UnityExplorer.UI.Widgets
|
||||
handleHeight = Math.Max(handleHeight, 15f);
|
||||
|
||||
// need to resize the handle container area for the size of the handle (bigger handle = smaller container)
|
||||
var container = _slider.m_HandleContainerRect;
|
||||
var container = slider.m_HandleContainerRect;
|
||||
container.offsetMax = new Vector2(container.offsetMax.x, -(handleHeight * 0.5f));
|
||||
container.offsetMin = new Vector2(container.offsetMin.x, handleHeight * 0.5f);
|
||||
|
||||
var handle = _slider.handleRect;
|
||||
var handle = slider.handleRect;
|
||||
|
||||
handle.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, handleHeight);
|
||||
|
||||
// if slider is 100% height then make it not interactable.
|
||||
_slider.interactable = !Mathf.Approximately(handleHeight, viewportHeight);
|
||||
slider.interactable = !Mathf.Approximately(handleHeight, viewportHeight);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Try to jump to the specified index. Pretty accurate, not perfect. Currently assumes all elements are the same height.
|
||||
/// </summary>
|
||||
public void JumpToIndex(int index)
|
||||
private void OnSliderValueChanged(float val)
|
||||
{
|
||||
var realCount = DataSource.ItemCount;
|
||||
|
||||
// clamp to real index limit
|
||||
index = Math.Min(index, realCount - 1);
|
||||
|
||||
// add the buffer count to desired index and set our currentItemCount to that.
|
||||
currentItemCount = index + _cachedCells.Count;
|
||||
currentItemCount = Math.Max(Math.Min(currentItemCount, realCount - 1), _cachedCells.Count);
|
||||
Refresh();
|
||||
|
||||
// if we're jumping to the very bottom we need to show the extra pooled cells which are normally hidden.
|
||||
var y = 0f;
|
||||
if (index >= realCount - (ExtraCellPoolSize * 4))
|
||||
y = _cellHeight * (index - realCount + (4 * ExtraCellPoolSize)) + ExtraCellPoolSize; // add +1 to show the last entry.
|
||||
|
||||
scrollRect.content.anchoredPosition = new Vector2(scrollRect.content.anchoredPosition.x, y);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the start and end indexes (relative to DataSource) of the cell pool
|
||||
/// </summary>
|
||||
public Vector2 GetDisplayedRange()
|
||||
{
|
||||
int max = currentItemCount;
|
||||
int min = max - _cachedCells.Count;
|
||||
return new Vector2(min, max);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Initialize with the provided DataSource
|
||||
/// </summary>
|
||||
public void Initialize(IPoolDataSource dataSource)
|
||||
{
|
||||
DataSource = dataSource;
|
||||
|
||||
scrollRect.vertical = true;
|
||||
scrollRect.horizontal = false;
|
||||
|
||||
_prevAnchoredPos = scrollRect.content.anchoredPosition;
|
||||
scrollRect.onValueChanged.RemoveListener(OnValueChangedListener);
|
||||
|
||||
RuntimeProvider.Instance.StartCoroutine(InitCoroutine(() =>
|
||||
{
|
||||
scrollRect.onValueChanged.AddListener(OnValueChangedListener);
|
||||
}));
|
||||
}
|
||||
|
||||
public void ReloadData()
|
||||
{
|
||||
ReloadData(DataSource);
|
||||
}
|
||||
|
||||
public void ReloadData(IPoolDataSource dataSource)
|
||||
{
|
||||
if (scrollRect.onValueChanged == null)
|
||||
if (this.ExternallySetting)
|
||||
return;
|
||||
this.ExternallySetting = true;
|
||||
|
||||
scrollRect.StopMovement();
|
||||
|
||||
scrollRect.onValueChanged.RemoveListener(OnValueChangedListener);
|
||||
|
||||
DataSource = dataSource;
|
||||
|
||||
RuntimeProvider.Instance.StartCoroutine(InitCoroutine(() =>
|
||||
scrollRect.onValueChanged.AddListener(OnValueChangedListener)
|
||||
));
|
||||
|
||||
_prevAnchoredPos = scrollRect.content.anchoredPosition;
|
||||
// TODO this cant work until we have a cache of all data heights.
|
||||
// will need to maintain that as we go and assume default height for indeterminate cells.
|
||||
}
|
||||
|
||||
public void Refresh()
|
||||
private void JumpToIndex(int dataIndex)
|
||||
{
|
||||
if (DataSource == null || _cellPool == null)
|
||||
return;
|
||||
|
||||
int count = DataSource.ItemCount;
|
||||
if (currentItemCount > count)
|
||||
currentItemCount = Math.Max(count, _cellPool.Count);
|
||||
|
||||
SetRecyclingBounds();
|
||||
RecycleBottomToTop();
|
||||
RecycleTopToBottom();
|
||||
|
||||
PopulateCells();
|
||||
|
||||
RefreshContentSize();
|
||||
|
||||
UpdateSlider(false);
|
||||
// TODO this cant work until we have a cache of all data heights.
|
||||
// will need to maintain that as we go and assume default height for indeterminate cells.
|
||||
}
|
||||
|
||||
public void PopulateCells()
|
||||
{
|
||||
var width = scrollRect.viewport.rect.width;
|
||||
scrollRect.content.sizeDelta = new Vector2(width, scrollRect.content.sizeDelta.y);
|
||||
|
||||
int cellIndex = topMostCellIndex;
|
||||
var itemIndex = currentItemCount - _cachedCells.Count;
|
||||
int iterated = 0;
|
||||
while (iterated < _cachedCells.Count)
|
||||
{
|
||||
var cell = _cachedCells[cellIndex];
|
||||
cellIndex++;
|
||||
if (cellIndex >= _cachedCells.Count)
|
||||
cellIndex = 0;
|
||||
DataSource.SetCell(cell, itemIndex);
|
||||
itemIndex++;
|
||||
|
||||
var rect = _cellPool[cellIndex];
|
||||
rect.sizeDelta = new Vector2(width, rect.sizeDelta.y);
|
||||
|
||||
iterated++;
|
||||
}
|
||||
}
|
||||
|
||||
#region RECYCLING INIT
|
||||
|
||||
private IEnumerator InitCoroutine(Action onInitialized)
|
||||
{
|
||||
yield return null;
|
||||
SetTopAnchor(scrollRect.content);
|
||||
scrollRect.content.anchoredPosition = Vector3.zero;
|
||||
|
||||
yield return null;
|
||||
SetRecyclingBounds();
|
||||
|
||||
//Cell Pool
|
||||
CreateCellPool();
|
||||
currentItemCount = _cellPool.Count;
|
||||
topMostCellIndex = 0;
|
||||
bottomMostCellIndex = _cellPool.Count - 1;
|
||||
|
||||
//Set content height according to no of rows
|
||||
RefreshContentSize();
|
||||
|
||||
SetTopAnchor(scrollRect.content);
|
||||
|
||||
onInitialized?.Invoke();
|
||||
}
|
||||
|
||||
private void RefreshContentSize()
|
||||
{
|
||||
int noOfRows = 0;
|
||||
foreach (var cell in _cachedCells)
|
||||
if (cell.Enabled) noOfRows++;
|
||||
float contentYSize = noOfRows * _cellHeight;
|
||||
scrollRect.content.sizeDelta = new Vector2(scrollRect.content.sizeDelta.x, contentYSize);
|
||||
}
|
||||
|
||||
private void SetRecyclingBounds()
|
||||
{
|
||||
scrollRect.viewport.GetCorners(_corners);
|
||||
float threshHold = _cellHeight * ExtraCellPoolSize; //RecyclingThreshold * (_corners[2].y - _corners[0].y);
|
||||
_recyclableViewBounds.min = new Vector3(_corners[0].x, _corners[0].y - threshHold);
|
||||
_recyclableViewBounds.max = new Vector3(_corners[2].x, _corners[2].y + threshHold);
|
||||
}
|
||||
|
||||
private void CreateCellPool()
|
||||
{
|
||||
//Reseting Pool
|
||||
if (_cellPool != null)
|
||||
{
|
||||
_cellPool.ForEach((RectTransform item) => GameObject.Destroy(item.gameObject));
|
||||
_cellPool.Clear();
|
||||
_cachedCells.Clear();
|
||||
}
|
||||
else
|
||||
{
|
||||
_cachedCells = new List<ICell>();
|
||||
_cellPool = new List<RectTransform>();
|
||||
}
|
||||
|
||||
//Set the prototype cell active and set cell anchor as top
|
||||
PrototypeCell.gameObject.SetActive(true);
|
||||
SetTopAnchor(PrototypeCell);
|
||||
|
||||
//Temps
|
||||
float currentPoolCoverage = 0;
|
||||
int poolSize = 0;
|
||||
float posY = 0;
|
||||
|
||||
//set new cell size according to its aspect ratio
|
||||
_cellWidth = scrollRect.content.rect.width;
|
||||
_cellHeight = PrototypeCell.rect.height;
|
||||
|
||||
//Get the required pool coverage and mininum size for the Cell pool
|
||||
float requiredCoverage = scrollRect.viewport.rect.height + (_cellHeight * (ExtraCellPoolSize * 2));
|
||||
|
||||
//create cells untill the Pool area is covered
|
||||
while (currentPoolCoverage < requiredCoverage)
|
||||
{
|
||||
//Instantiate and add to Pool
|
||||
RectTransform item = GameObject.Instantiate(PrototypeCell.gameObject).GetComponent<RectTransform>();
|
||||
item.name = $"Cell_{_cachedCells.Count + 1}";
|
||||
item.sizeDelta = new Vector2(_cellWidth, _cellHeight);
|
||||
_cellPool.Add(item);
|
||||
item.SetParent(scrollRect.content, false);
|
||||
|
||||
item.anchoredPosition = new Vector2(0, posY);
|
||||
posY = item.anchoredPosition.y - item.rect.height;
|
||||
currentPoolCoverage += item.rect.height;
|
||||
|
||||
//Setting data for Cell
|
||||
var cell = DataSource.CreateCell(item);
|
||||
_cachedCells.Add(cell);
|
||||
DataSource.SetCell(cell, poolSize);
|
||||
|
||||
//Update the Pool size
|
||||
poolSize++;
|
||||
}
|
||||
|
||||
//Deactivate prototype cell if it is not a prefab(i.e it's present in scene)
|
||||
if (PrototypeCell.gameObject.scene.IsValid())
|
||||
PrototypeCell.gameObject.SetActive(false);
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region RECYCLING
|
||||
|
||||
public Vector2 ProcessValueChange(Vector2 direction)
|
||||
{
|
||||
if (_recycling || _cellPool == null || _cellPool.Count == 0)
|
||||
return zeroVector;
|
||||
|
||||
//Updating Recyclable view bounds since it can change with resolution changes.
|
||||
SetRecyclingBounds();
|
||||
|
||||
_lastScroll = direction;
|
||||
|
||||
if (direction.y > 0 && _cellPool[bottomMostCellIndex].MaxY() > _recyclableViewBounds.min.y)
|
||||
{
|
||||
return RecycleTopToBottom();
|
||||
}
|
||||
else if (direction.y < 0 && _cellPool[topMostCellIndex].MinY() < _recyclableViewBounds.max.y)
|
||||
{
|
||||
return RecycleBottomToTop();
|
||||
}
|
||||
|
||||
return zeroVector;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Recycles cells from top to bottom in the List heirarchy
|
||||
/// </summary>
|
||||
private Vector2 RecycleTopToBottom()
|
||||
{
|
||||
_recycling = true;
|
||||
|
||||
int n = 0;
|
||||
float posY;
|
||||
|
||||
//to determine if content size needs to be updated
|
||||
//Recycle until cell at Top is avaiable and current item count smaller than datasource
|
||||
while (_cellPool[topMostCellIndex].MinY() > _recyclableViewBounds.max.y && currentItemCount < DataSource.ItemCount)
|
||||
{
|
||||
//Move top cell to bottom
|
||||
posY = _cellPool[bottomMostCellIndex].anchoredPosition.y - _cellPool[bottomMostCellIndex].sizeDelta.y;
|
||||
_cellPool[topMostCellIndex].anchoredPosition = new Vector2(_cellPool[topMostCellIndex].anchoredPosition.x, posY);
|
||||
|
||||
//Cell for row at
|
||||
DataSource.SetCell(_cachedCells[topMostCellIndex], currentItemCount);
|
||||
|
||||
//set new indices
|
||||
bottomMostCellIndex = topMostCellIndex;
|
||||
topMostCellIndex = (topMostCellIndex + 1) % _cellPool.Count;
|
||||
|
||||
currentItemCount++;
|
||||
n++;
|
||||
}
|
||||
|
||||
//Content anchor position adjustment.
|
||||
_cellPool.ForEach((RectTransform cell) => cell.anchoredPosition += n * Vector2.up * _cellPool[topMostCellIndex].sizeDelta.y);
|
||||
scrollRect.content.anchoredPosition -= n * Vector2.up * _cellPool[topMostCellIndex].sizeDelta.y;
|
||||
_recycling = false;
|
||||
return -new Vector2(0, n * _cellPool[topMostCellIndex].sizeDelta.y);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Recycles cells from bottom to top in the List heirarchy
|
||||
/// </summary>
|
||||
private Vector2 RecycleBottomToTop()
|
||||
{
|
||||
_recycling = true;
|
||||
|
||||
int n = 0;
|
||||
float posY = 0;
|
||||
|
||||
//to determine if content size needs to be updated
|
||||
//Recycle until cell at bottom is avaiable and current item count is greater than cellpool size
|
||||
while (_cellPool[bottomMostCellIndex].MaxY() < _recyclableViewBounds.min.y && currentItemCount > _cellPool.Count)
|
||||
{
|
||||
//Move bottom cell to top
|
||||
posY = _cellPool[topMostCellIndex].anchoredPosition.y + _cellPool[topMostCellIndex].sizeDelta.y;
|
||||
_cellPool[bottomMostCellIndex].anchoredPosition = new Vector2(_cellPool[bottomMostCellIndex].anchoredPosition.x, posY);
|
||||
n++;
|
||||
|
||||
currentItemCount--;
|
||||
|
||||
//Cell for row at
|
||||
DataSource.SetCell(_cachedCells[bottomMostCellIndex], currentItemCount - _cellPool.Count);
|
||||
|
||||
//set new indices
|
||||
topMostCellIndex = bottomMostCellIndex;
|
||||
bottomMostCellIndex = (bottomMostCellIndex - 1 + _cellPool.Count) % _cellPool.Count;
|
||||
}
|
||||
|
||||
_cellPool.ForEach((RectTransform cell) => cell.anchoredPosition -= n * Vector2.up * _cellPool[topMostCellIndex].sizeDelta.y);
|
||||
scrollRect.content.anchoredPosition += n * Vector2.up * _cellPool[topMostCellIndex].sizeDelta.y;
|
||||
_recycling = false;
|
||||
return new Vector2(0, n * _cellPool[topMostCellIndex].sizeDelta.y);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region HELPERS
|
||||
|
||||
/// <summary>
|
||||
/// Anchoring cell and content rect transforms to top preset. Makes repositioning easy.
|
||||
/// </summary>
|
||||
/// <param name="rectTransform"></param>
|
||||
private void SetTopAnchor(RectTransform rectTransform)
|
||||
{
|
||||
//Saving to reapply after anchoring. Width and height changes if anchoring is change.
|
||||
float width = rectTransform.rect.width;
|
||||
float height = rectTransform.rect.height;
|
||||
|
||||
//Setting top anchor
|
||||
rectTransform.anchorMin = new Vector2(0.5f, 1);
|
||||
rectTransform.anchorMax = new Vector2(0.5f, 1);
|
||||
rectTransform.pivot = new Vector2(0.5f, 1);
|
||||
|
||||
//Reapply size
|
||||
rectTransform.sizeDelta = new Vector2(width, height);
|
||||
}
|
||||
|
||||
#endregion
|
||||
/// <summary>Use <see cref="UIFactory.CreateScrollPool"/></summary>
|
||||
public override void ConstructUI(GameObject parent) => throw new NotImplementedException();
|
||||
}
|
||||
}
|
||||
|
494
src/UI/Widgets/ScrollPool/ScrollPoolBak.cs
Normal file
494
src/UI/Widgets/ScrollPool/ScrollPoolBak.cs
Normal file
@ -0,0 +1,494 @@
|
||||
//using System;
|
||||
//using System.Collections;
|
||||
//using System.Collections.Generic;
|
||||
//using System.Linq;
|
||||
//using System.Text;
|
||||
//using UnityEngine;
|
||||
//using UnityEngine.UI;
|
||||
//using UnityExplorer.UI.Models;
|
||||
|
||||
//namespace UnityExplorer.UI.Widgets
|
||||
//{
|
||||
// /// <summary>
|
||||
// /// A <see cref="ScrollRect"/> handler which pools displayed cells to improve performance.
|
||||
// /// </summary>
|
||||
// public class ScrollPool : UIBehaviourModel, IScrollPool
|
||||
// {
|
||||
// public ScrollPool(ScrollRect scrollRect)
|
||||
// {
|
||||
// this.scrollRect = scrollRect;
|
||||
// Init();
|
||||
// }
|
||||
|
||||
// public IPoolDataSource DataSource;
|
||||
|
||||
// public int PoolCount => _cachedCells.Count;
|
||||
|
||||
// public override GameObject UIRoot => scrollRect.gameObject;
|
||||
|
||||
// /// <summary>Use <see cref="UIFactory.CreateScrollPool"/></summary>
|
||||
// public override void ConstructUI(GameObject parent) => throw new NotImplementedException();
|
||||
|
||||
// internal ScrollRect scrollRect;
|
||||
|
||||
// public bool AutoResizeHandleRect { get; set; }
|
||||
|
||||
// internal RectTransform PrototypeCell;
|
||||
// internal Slider _slider;
|
||||
|
||||
// // Cell pool
|
||||
// private float _cellWidth, _cellHeight;
|
||||
// private List<RectTransform> _cellPool;
|
||||
// private List<ICell> _cachedCells;
|
||||
// private Bounds _recyclableViewBounds;
|
||||
|
||||
// /// <summary>
|
||||
// /// Extra pooled cells above AND below the viewport (so actual extra pool is double this value).
|
||||
// /// </summary>
|
||||
// public int ExtraCellPoolSize = 2;
|
||||
|
||||
// private readonly Vector3[] _corners = new Vector3[4];
|
||||
// private bool _recycling;
|
||||
// private Vector2 _prevAnchoredPos;
|
||||
// internal Vector2 _lastScroll;
|
||||
|
||||
// internal int currentItemCount; //item count corresponding to the datasource.
|
||||
// internal int topMostCellIndex, bottomMostCellIndex; //Topmost and bottommost cell in the heirarchy
|
||||
|
||||
// public bool ExternallySetting
|
||||
// {
|
||||
// get => externallySetting;
|
||||
// internal set
|
||||
// {
|
||||
// if (externallySetting == value)
|
||||
// return;
|
||||
// timeOfLastExternalSet = Time.time;
|
||||
// externallySetting = value;
|
||||
// }
|
||||
// }
|
||||
// private bool externallySetting;
|
||||
// private float timeOfLastExternalSet;
|
||||
|
||||
// private Vector2 zeroVector = Vector2.zero;
|
||||
|
||||
// public override void Init()
|
||||
// {
|
||||
// _slider = scrollRect.GetComponentInChildren<Slider>();
|
||||
|
||||
// _slider.onValueChanged.AddListener((float val) =>
|
||||
// {
|
||||
// if (this.ExternallySetting)
|
||||
// return;
|
||||
// this.ExternallySetting = true;
|
||||
|
||||
// // Jump to val * count (ie, 0.0 would jump to top, 1.0 would jump to bottom)
|
||||
// var index = Math.Floor(val * DataSource.ItemCount);
|
||||
// JumpToIndex((int)index);
|
||||
// });
|
||||
// }
|
||||
|
||||
// public override void Update()
|
||||
// {
|
||||
// if (externallySetting && timeOfLastExternalSet < Time.time)
|
||||
// externallySetting = false;
|
||||
// }
|
||||
|
||||
// internal void OnValueChangedListener(Vector2 _)
|
||||
// {
|
||||
// if (ExternallySetting)
|
||||
// return;
|
||||
|
||||
// ExternallySetting = true;
|
||||
|
||||
// Vector2 dir = scrollRect.content.anchoredPosition - _prevAnchoredPos;
|
||||
// scrollRect.m_ContentStartPosition += ProcessValueChange(dir);
|
||||
// _prevAnchoredPos = scrollRect.content.anchoredPosition;
|
||||
|
||||
// UpdateSlider();
|
||||
|
||||
// // ExternallySetting = false;
|
||||
// }
|
||||
|
||||
// internal void UpdateSlider(bool forceValue = true)
|
||||
// {
|
||||
// int total = DataSource.ItemCount;
|
||||
// total = Math.Max(total, 1);
|
||||
|
||||
// var spread = _cellPool.Count - (ExtraCellPoolSize * 2);
|
||||
|
||||
// if (forceValue)
|
||||
// {
|
||||
// var range = GetDisplayedRange();
|
||||
// if (spread >= total)
|
||||
// _slider.value = 0f;
|
||||
// else
|
||||
// // top-most displayed index divided by (totalCount - displayedRange)
|
||||
// _slider.value = (float)((decimal)range.x / Math.Max(1, (total - _cellPool.Count)));
|
||||
// }
|
||||
|
||||
// // resize the handle rect to reflect the size of the displayed content vs. the total content height.
|
||||
// if (AutoResizeHandleRect)
|
||||
// {
|
||||
// var viewportHeight = scrollRect.viewport.rect.height;
|
||||
|
||||
// var handleRatio = (decimal)spread / total;
|
||||
// var handleHeight = viewportHeight * (float)Math.Min(1, handleRatio);
|
||||
|
||||
// handleHeight = Math.Max(handleHeight, 15f);
|
||||
|
||||
// // need to resize the handle container area for the size of the handle (bigger handle = smaller container)
|
||||
// var container = _slider.m_HandleContainerRect;
|
||||
// container.offsetMax = new Vector2(container.offsetMax.x, -(handleHeight * 0.5f));
|
||||
// container.offsetMin = new Vector2(container.offsetMin.x, handleHeight * 0.5f);
|
||||
|
||||
// var handle = _slider.handleRect;
|
||||
|
||||
// handle.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, handleHeight);
|
||||
|
||||
// // if slider is 100% height then make it not interactable.
|
||||
// _slider.interactable = !Mathf.Approximately(handleHeight, viewportHeight);
|
||||
// }
|
||||
// }
|
||||
|
||||
// /// <summary>
|
||||
// /// Try to jump to the specified index. Pretty accurate, not perfect. Currently assumes all elements are the same height.
|
||||
// /// </summary>
|
||||
// public void JumpToIndex(int index)
|
||||
// {
|
||||
// var realCount = DataSource.ItemCount;
|
||||
|
||||
// // clamp to real index limit
|
||||
// index = Math.Min(index, realCount - 1);
|
||||
|
||||
// // add the buffer count to desired index and set our currentItemCount to that.
|
||||
// currentItemCount = index + _cachedCells.Count;
|
||||
// currentItemCount = Math.Max(Math.Min(currentItemCount, realCount - 1), _cachedCells.Count);
|
||||
// Refresh();
|
||||
|
||||
// // if we're jumping to the very bottom we need to show the extra pooled cells which are normally hidden.
|
||||
// var y = 0f;
|
||||
// if (index >= realCount - (ExtraCellPoolSize * 4))
|
||||
// y = _cellHeight * (index - realCount + (4 * ExtraCellPoolSize)) + ExtraCellPoolSize; // add +1 to show the last entry.
|
||||
|
||||
// scrollRect.content.anchoredPosition = new Vector2(scrollRect.content.anchoredPosition.x, y);
|
||||
// }
|
||||
|
||||
// /// <summary>
|
||||
// /// Get the start and end indexes (relative to DataSource) of the cell pool
|
||||
// /// </summary>
|
||||
// public Vector2 GetDisplayedRange()
|
||||
// {
|
||||
// int max = currentItemCount;
|
||||
// int min = max - _cachedCells.Count;
|
||||
// return new Vector2(min, max);
|
||||
// }
|
||||
|
||||
// /// <summary>
|
||||
// /// Initialize with the provided DataSource
|
||||
// /// </summary>
|
||||
// public void Initialize(IPoolDataSource dataSource)
|
||||
// {
|
||||
// DataSource = dataSource;
|
||||
|
||||
// scrollRect.vertical = true;
|
||||
// scrollRect.horizontal = false;
|
||||
|
||||
// _prevAnchoredPos = scrollRect.content.anchoredPosition;
|
||||
// scrollRect.onValueChanged.RemoveListener(OnValueChangedListener);
|
||||
|
||||
// RuntimeProvider.Instance.StartCoroutine(InitCoroutine(() =>
|
||||
// {
|
||||
// scrollRect.onValueChanged.AddListener(OnValueChangedListener);
|
||||
// }));
|
||||
// }
|
||||
|
||||
// public void ReloadData()
|
||||
// {
|
||||
// ReloadData(DataSource);
|
||||
// }
|
||||
|
||||
// public void ReloadData(IPoolDataSource dataSource)
|
||||
// {
|
||||
// if (scrollRect.onValueChanged == null)
|
||||
// return;
|
||||
|
||||
// scrollRect.StopMovement();
|
||||
|
||||
// scrollRect.onValueChanged.RemoveListener(OnValueChangedListener);
|
||||
|
||||
// DataSource = dataSource;
|
||||
|
||||
// RuntimeProvider.Instance.StartCoroutine(InitCoroutine(() =>
|
||||
// scrollRect.onValueChanged.AddListener(OnValueChangedListener)
|
||||
// ));
|
||||
|
||||
// _prevAnchoredPos = scrollRect.content.anchoredPosition;
|
||||
// }
|
||||
|
||||
// public void Refresh()
|
||||
// {
|
||||
// if (DataSource == null || _cellPool == null)
|
||||
// return;
|
||||
|
||||
// int count = DataSource.ItemCount;
|
||||
// if (currentItemCount > count)
|
||||
// currentItemCount = Math.Max(count, _cellPool.Count);
|
||||
|
||||
// SetRecyclingBounds();
|
||||
// RecycleBottomToTop();
|
||||
// RecycleTopToBottom();
|
||||
|
||||
// PopulateCells();
|
||||
|
||||
// RefreshContentSize();
|
||||
|
||||
// UpdateSlider(false);
|
||||
// }
|
||||
|
||||
// public void PopulateCells()
|
||||
// {
|
||||
// var width = scrollRect.viewport.rect.width;
|
||||
// scrollRect.content.sizeDelta = new Vector2(width, scrollRect.content.sizeDelta.y);
|
||||
|
||||
// int cellIndex = topMostCellIndex;
|
||||
// var itemIndex = currentItemCount - _cachedCells.Count;
|
||||
// int iterated = 0;
|
||||
// while (iterated < _cachedCells.Count)
|
||||
// {
|
||||
// var cell = _cachedCells[cellIndex];
|
||||
// cellIndex++;
|
||||
// if (cellIndex >= _cachedCells.Count)
|
||||
// cellIndex = 0;
|
||||
// DataSource.SetCell(cell, itemIndex);
|
||||
// itemIndex++;
|
||||
|
||||
// var rect = _cellPool[cellIndex];
|
||||
// rect.sizeDelta = new Vector2(width, rect.sizeDelta.y);
|
||||
|
||||
// iterated++;
|
||||
// }
|
||||
// }
|
||||
|
||||
// #region RECYCLING INIT
|
||||
|
||||
// private IEnumerator InitCoroutine(Action onInitialized)
|
||||
// {
|
||||
// yield return null;
|
||||
// SetTopAnchor(scrollRect.content);
|
||||
// scrollRect.content.anchoredPosition = Vector3.zero;
|
||||
|
||||
// yield return null;
|
||||
// SetRecyclingBounds();
|
||||
|
||||
// //Cell Pool
|
||||
// CreateCellPool();
|
||||
// currentItemCount = _cellPool.Count;
|
||||
// topMostCellIndex = 0;
|
||||
// bottomMostCellIndex = _cellPool.Count - 1;
|
||||
|
||||
// //Set content height according to no of rows
|
||||
// RefreshContentSize();
|
||||
|
||||
// SetTopAnchor(scrollRect.content);
|
||||
|
||||
// onInitialized?.Invoke();
|
||||
// }
|
||||
|
||||
// private void RefreshContentSize()
|
||||
// {
|
||||
// int noOfRows = 0;
|
||||
// foreach (var cell in _cachedCells)
|
||||
// if (cell.Enabled) noOfRows++;
|
||||
// float contentYSize = noOfRows * _cellHeight;
|
||||
// scrollRect.content.sizeDelta = new Vector2(scrollRect.content.sizeDelta.x, contentYSize);
|
||||
// }
|
||||
|
||||
// private void SetRecyclingBounds()
|
||||
// {
|
||||
// scrollRect.viewport.GetCorners(_corners);
|
||||
// float threshHold = _cellHeight * ExtraCellPoolSize; //RecyclingThreshold * (_corners[2].y - _corners[0].y);
|
||||
// _recyclableViewBounds.min = new Vector3(_corners[0].x, _corners[0].y - threshHold);
|
||||
// _recyclableViewBounds.max = new Vector3(_corners[2].x, _corners[2].y + threshHold);
|
||||
// }
|
||||
|
||||
// private void CreateCellPool()
|
||||
// {
|
||||
// //Reseting Pool
|
||||
// if (_cellPool != null)
|
||||
// {
|
||||
// _cellPool.ForEach((RectTransform item) => GameObject.Destroy(item.gameObject));
|
||||
// _cellPool.Clear();
|
||||
// _cachedCells.Clear();
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
// _cachedCells = new List<ICell>();
|
||||
// _cellPool = new List<RectTransform>();
|
||||
// }
|
||||
|
||||
// //Set the prototype cell active and set cell anchor as top
|
||||
// PrototypeCell.gameObject.SetActive(true);
|
||||
// SetTopAnchor(PrototypeCell);
|
||||
|
||||
// //Temps
|
||||
// float currentPoolCoverage = 0;
|
||||
// int poolSize = 0;
|
||||
// float posY = 0;
|
||||
|
||||
// //set new cell size according to its aspect ratio
|
||||
// _cellWidth = scrollRect.content.rect.width;
|
||||
// _cellHeight = PrototypeCell.rect.height;
|
||||
|
||||
// //Get the required pool coverage and mininum size for the Cell pool
|
||||
// float requiredCoverage = scrollRect.viewport.rect.height + (_cellHeight * (ExtraCellPoolSize * 2));
|
||||
|
||||
// //create cells untill the Pool area is covered
|
||||
// while (currentPoolCoverage < requiredCoverage)
|
||||
// {
|
||||
// //Instantiate and add to Pool
|
||||
// RectTransform item = GameObject.Instantiate(PrototypeCell.gameObject).GetComponent<RectTransform>();
|
||||
// item.name = $"Cell_{_cachedCells.Count + 1}";
|
||||
// item.sizeDelta = new Vector2(_cellWidth, _cellHeight);
|
||||
// _cellPool.Add(item);
|
||||
// item.SetParent(scrollRect.content, false);
|
||||
|
||||
// item.anchoredPosition = new Vector2(0, posY);
|
||||
// posY = item.anchoredPosition.y - item.rect.height;
|
||||
// currentPoolCoverage += item.rect.height;
|
||||
|
||||
// //Setting data for Cell
|
||||
// var cell = DataSource.CreateCell(item);
|
||||
// _cachedCells.Add(cell);
|
||||
// DataSource.SetCell(cell, poolSize);
|
||||
|
||||
// //Update the Pool size
|
||||
// poolSize++;
|
||||
// }
|
||||
|
||||
// //Deactivate prototype cell if it is not a prefab(i.e it's present in scene)
|
||||
// if (PrototypeCell.gameObject.scene.IsValid())
|
||||
// PrototypeCell.gameObject.SetActive(false);
|
||||
// }
|
||||
// #endregion
|
||||
|
||||
// #region RECYCLING
|
||||
|
||||
// public Vector2 ProcessValueChange(Vector2 direction)
|
||||
// {
|
||||
// if (_recycling || _cellPool == null || _cellPool.Count == 0)
|
||||
// return zeroVector;
|
||||
|
||||
// //Updating Recyclable view bounds since it can change with resolution changes.
|
||||
// SetRecyclingBounds();
|
||||
|
||||
// _lastScroll = direction;
|
||||
|
||||
// if (direction.y > 0 && _cellPool[bottomMostCellIndex].MaxY() > _recyclableViewBounds.min.y)
|
||||
// {
|
||||
// return RecycleTopToBottom();
|
||||
// }
|
||||
// else if (direction.y < 0 && _cellPool[topMostCellIndex].MinY() < _recyclableViewBounds.max.y)
|
||||
// {
|
||||
// return RecycleBottomToTop();
|
||||
// }
|
||||
|
||||
// return zeroVector;
|
||||
// }
|
||||
|
||||
// /// <summary>
|
||||
// /// Recycles cells from top to bottom in the List heirarchy
|
||||
// /// </summary>
|
||||
// private Vector2 RecycleTopToBottom()
|
||||
// {
|
||||
// _recycling = true;
|
||||
|
||||
// int n = 0;
|
||||
// float posY;
|
||||
|
||||
// //to determine if content size needs to be updated
|
||||
// //Recycle until cell at Top is avaiable and current item count smaller than datasource
|
||||
// while (_cellPool[topMostCellIndex].MinY() > _recyclableViewBounds.max.y && currentItemCount < DataSource.ItemCount)
|
||||
// {
|
||||
// //Move top cell to bottom
|
||||
// posY = _cellPool[bottomMostCellIndex].anchoredPosition.y - _cellPool[bottomMostCellIndex].sizeDelta.y;
|
||||
// _cellPool[topMostCellIndex].anchoredPosition = new Vector2(_cellPool[topMostCellIndex].anchoredPosition.x, posY);
|
||||
|
||||
// //Cell for row at
|
||||
// DataSource.SetCell(_cachedCells[topMostCellIndex], currentItemCount);
|
||||
|
||||
// //set new indices
|
||||
// bottomMostCellIndex = topMostCellIndex;
|
||||
// topMostCellIndex = (topMostCellIndex + 1) % _cellPool.Count;
|
||||
|
||||
// currentItemCount++;
|
||||
// n++;
|
||||
// }
|
||||
|
||||
// //Content anchor position adjustment.
|
||||
// _cellPool.ForEach((RectTransform cell) => cell.anchoredPosition += n * Vector2.up * _cellPool[topMostCellIndex].sizeDelta.y);
|
||||
// scrollRect.content.anchoredPosition -= n * Vector2.up * _cellPool[topMostCellIndex].sizeDelta.y;
|
||||
// _recycling = false;
|
||||
// return -new Vector2(0, n * _cellPool[topMostCellIndex].sizeDelta.y);
|
||||
// }
|
||||
|
||||
// /// <summary>
|
||||
// /// Recycles cells from bottom to top in the List heirarchy
|
||||
// /// </summary>
|
||||
// private Vector2 RecycleBottomToTop()
|
||||
// {
|
||||
// _recycling = true;
|
||||
|
||||
// int n = 0;
|
||||
// float posY = 0;
|
||||
|
||||
// //to determine if content size needs to be updated
|
||||
// //Recycle until cell at bottom is avaiable and current item count is greater than cellpool size
|
||||
// while (_cellPool[bottomMostCellIndex].MaxY() < _recyclableViewBounds.min.y && currentItemCount > _cellPool.Count)
|
||||
// {
|
||||
// //Move bottom cell to top
|
||||
// posY = _cellPool[topMostCellIndex].anchoredPosition.y + _cellPool[topMostCellIndex].sizeDelta.y;
|
||||
// _cellPool[bottomMostCellIndex].anchoredPosition = new Vector2(_cellPool[bottomMostCellIndex].anchoredPosition.x, posY);
|
||||
// n++;
|
||||
|
||||
// currentItemCount--;
|
||||
|
||||
// //Cell for row at
|
||||
// DataSource.SetCell(_cachedCells[bottomMostCellIndex], currentItemCount - _cellPool.Count);
|
||||
|
||||
// //set new indices
|
||||
// topMostCellIndex = bottomMostCellIndex;
|
||||
// bottomMostCellIndex = (bottomMostCellIndex - 1 + _cellPool.Count) % _cellPool.Count;
|
||||
// }
|
||||
|
||||
// _cellPool.ForEach((RectTransform cell) => cell.anchoredPosition -= n * Vector2.up * _cellPool[topMostCellIndex].sizeDelta.y);
|
||||
// scrollRect.content.anchoredPosition += n * Vector2.up * _cellPool[topMostCellIndex].sizeDelta.y;
|
||||
// _recycling = false;
|
||||
// return new Vector2(0, n * _cellPool[topMostCellIndex].sizeDelta.y);
|
||||
// }
|
||||
|
||||
// #endregion
|
||||
|
||||
// #region HELPERS
|
||||
|
||||
// /// <summary>
|
||||
// /// Anchoring cell and content rect transforms to top preset. Makes repositioning easy.
|
||||
// /// </summary>
|
||||
// /// <param name="rectTransform"></param>
|
||||
// private void SetTopAnchor(RectTransform rectTransform)
|
||||
// {
|
||||
// //Saving to reapply after anchoring. Width and height changes if anchoring is change.
|
||||
// float width = rectTransform.rect.width;
|
||||
// float height = rectTransform.rect.height;
|
||||
|
||||
// //Setting top anchor
|
||||
// rectTransform.anchorMin = new Vector2(0.5f, 1);
|
||||
// rectTransform.anchorMax = new Vector2(0.5f, 1);
|
||||
// rectTransform.pivot = new Vector2(0.5f, 1);
|
||||
|
||||
// //Reapply size
|
||||
// rectTransform.sizeDelta = new Vector2(width, height);
|
||||
// }
|
||||
|
||||
// #endregion
|
||||
// }
|
||||
//}
|
@ -71,7 +71,6 @@ namespace UnityExplorer.UI.Widgets
|
||||
yield return null;
|
||||
|
||||
RefreshData();
|
||||
Scroller.DataSource = this;
|
||||
Scroller.Initialize(this);
|
||||
}
|
||||
|
||||
@ -103,7 +102,7 @@ namespace UnityExplorer.UI.Widgets
|
||||
}
|
||||
|
||||
if (andReload)
|
||||
Scroller.Refresh();
|
||||
Scroller.RefreshCells(true);
|
||||
}
|
||||
|
||||
private void Traverse(Transform transform, CachedTransform parent = null)
|
||||
|
@ -265,24 +265,21 @@
|
||||
<Compile Include="UI\Models\UIBehaviourModel.cs" />
|
||||
<Compile Include="UI\Models\UIModel.cs" />
|
||||
<Compile Include="UI\Models\UIPanel.cs" />
|
||||
<Compile Include="UI\Panels\GameObjectInspector.cs" />
|
||||
<Compile Include="UI\Panels\InspectorTest.cs" />
|
||||
<Compile Include="UI\Panels\SceneExplorer.cs" />
|
||||
<Compile Include="UI\UIFactory.cs" />
|
||||
<Compile Include="UI\UIManager.cs" />
|
||||
<Compile Include="UI\Utility\PanelDragger.cs" />
|
||||
<Compile Include="UI\Utility\SignatureHighlighter.cs" />
|
||||
<Compile Include="UI\Utility\ToStringUtility.cs" />
|
||||
<Compile Include="UI\Widgets\ScrollPool\Dynamic\IDynamicCell.cs" />
|
||||
<Compile Include="UI\Widgets\ScrollPool\ICell.cs" />
|
||||
<Compile Include="UI\Widgets\ScrollPool\Dynamic\IDynamicDataSource.cs" />
|
||||
<Compile Include="UI\Widgets\ScrollPool\IPoolDataSource.cs" />
|
||||
<Compile Include="UI\Widgets\ScrollPool\IScrollPool.cs" />
|
||||
<Compile Include="UI\Widgets\ScrollPool\ScrollPoolBak.cs" />
|
||||
<Compile Include="UI\Widgets\ScrollPool\ScrollPool.cs" />
|
||||
<Compile Include="UI\Widgets\ScrollPool\Dynamic\DynamicScrollPool.cs" />
|
||||
<Compile Include="UI\Widgets\ScrollPool\UIExtensions.cs" />
|
||||
<Compile Include="UI\Widgets\InputFieldScroller.cs" />
|
||||
<Compile Include="UI\Widgets\SimpleList\SimpleCell.cs" />
|
||||
<Compile Include="UI\Widgets\SimpleList\SimpleListSource.cs" />
|
||||
<Compile Include="UI\Widgets\ButtonList\ButtonCell.cs" />
|
||||
<Compile Include="UI\Widgets\ButtonList\ButtonListCell.cs" />
|
||||
<Compile Include="UI\Widgets\SliderScrollbar.cs" />
|
||||
<Compile Include="UI\Widgets\TransformTree\CachedTransform.cs" />
|
||||
<Compile Include="UI\Widgets\TransformTree\TransformCell.cs" />
|
||||
@ -293,7 +290,9 @@
|
||||
<None Include="ILRepack.targets" />
|
||||
<None Include="packages.config" />
|
||||
</ItemGroup>
|
||||
<ItemGroup />
|
||||
<ItemGroup>
|
||||
<Folder Include="UI\Widgets\ScrollPool\Dynamic\" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
|
||||
<Import Project="packages\ILRepack.Lib.MSBuild.Task.2.0.18.1\build\ILRepack.Lib.MSBuild.Task.targets" Condition="Exists('packages\ILRepack.Lib.MSBuild.Task.2.0.18.1\build\ILRepack.Lib.MSBuild.Task.targets')" />
|
||||
<Target Name="EnsureNuGetPackageBuildImports" BeforeTargets="PrepareForBuild">
|
||||
|
Loading…
x
Reference in New Issue
Block a user