mirror of
https://github.com/sinai-dev/UnityExplorer.git
synced 2025-01-06 01:23:31 +08:00
Working on a dynamic-height scroll pool, almost done
This commit is contained in:
parent
bcc89455a7
commit
8b5e385c28
@ -17,7 +17,7 @@ namespace UnityExplorer.UI.Panels
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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 SimpleListSource<Component> ComponentList;
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public override void Update()
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{
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@ -33,28 +33,19 @@ namespace UnityExplorer.UI.Panels
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};
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}
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public SimpleCell<Component> CreateCell(RectTransform rect)
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{
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var button = rect.GetComponentInChildren<Button>();
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var text = button.GetComponentInChildren<Text>();
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var cell = new SimpleCell<Component>(ComponentList, rect.gameObject, button, text);
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cell.OnClick += OnCellClicked;
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return cell;
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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 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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@ -87,10 +78,10 @@ namespace UnityExplorer.UI.Panels
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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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ComponentList.Scroller.ReloadData();
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//scrollPool.ReloadData();
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}
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ComponentList.Scroller.Refresh();
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//scrollPool.Refresh();
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}
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public override void SetDefaultPosAndAnchors()
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@ -105,24 +96,218 @@ namespace UnityExplorer.UI.Panels
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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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// Transform Tree
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var infiniteScroll = UIFactory.CreateInfiniteScroll(content, "ComponentList", out GameObject scrollObj,
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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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ComponentList = new SimpleListSource<Component>(infiniteScroll, GetEntries, CreateCell, SetCell, ShouldDisplay);
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ComponentList.Init();
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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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// Prototype tree cell
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var prototype = SimpleCell<Component>.CreatePrototypeCell(scrollContent);
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infiniteScroll.PrototypeCell = prototype.GetComponent<RectTransform>();
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// some references
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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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@ -128,7 +128,7 @@ namespace UnityExplorer.UI.Panels
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Tree.RefreshData(true);
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}
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private float previousRectHeight;
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private float highestRectHeight;
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public override void OnFinishResize(RectTransform panel)
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{
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@ -140,10 +140,10 @@ namespace UnityExplorer.UI.Panels
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{
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yield return null;
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if (obj.rect.height != previousRectHeight)
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if (obj.rect.height > highestRectHeight)
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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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// height increased, hard refresh required.
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highestRectHeight = obj.rect.height;
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Tree.Scroller.ReloadData();
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}
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Tree.Scroller.Refresh();
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@ -224,7 +224,7 @@ namespace UnityExplorer.UI.Panels
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// Transform Tree
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var infiniteScroll = UIFactory.CreateInfiniteScroll(content, "TransformTree", out GameObject scrollObj,
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var infiniteScroll = UIFactory.CreateScrollPool<ScrollPool>(content, "TransformTree", 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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@ -240,7 +240,7 @@ namespace UnityExplorer.UI.Panels
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infiniteScroll.PrototypeCell = prototype.GetComponent<RectTransform>();
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// some references
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previousRectHeight = mainPanelRect.rect.height;
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highestRectHeight = mainPanelRect.rect.height;
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// Scene Loader
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try
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@ -4,6 +4,7 @@ using UnityEngine.Events;
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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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@ -692,8 +693,22 @@ namespace UnityExplorer.UI
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return dropdownObj;
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}
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public static ScrollPool CreateInfiniteScroll(GameObject parent, string name, out GameObject uiRoot,
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out GameObject content, Color? bgColor = null, bool autoResizeSliderHandle = true)
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public static DynamicScrollPool CreateDynamicScrollPool(GameObject parent, string name, out GameObject uiRoot,
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out GameObject content, Color? bgColor, bool autoResizeSliderHandle = true)
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{
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var pool = CreateScrollPool<DynamicScrollPool>(parent, name, out uiRoot, out content, bgColor, autoResizeSliderHandle);
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SetLayoutGroup<VerticalLayoutGroup>(content, true, false, true, true, 2, 2, 2, 2, 2,
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TextAnchor.UpperCenter);
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var rect = content.GetComponent<RectTransform>();
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rect.pivot = new Vector2(0.5f, 1f);
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return pool;
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}
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public static T CreateScrollPool<T>(GameObject parent, string name, out GameObject uiRoot,
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out GameObject content, Color? bgColor = null, bool autoResizeSliderHandle = true) where T : IScrollPool
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{
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var mainObj = CreateUIObject(name, parent, new Vector2(1, 1));
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mainObj.AddComponent<Image>().color = bgColor ?? new Color(0.12f, 0.12f, 0.12f);
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@ -752,10 +767,10 @@ namespace UnityExplorer.UI
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uiRoot = mainObj;
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var infiniteScroll = new ScrollPool(scrollRect);
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infiniteScroll.AutoResizeHandleRect = autoResizeSliderHandle;
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var scrollPool = (T)Activator.CreateInstance(typeof(T), new object[] { scrollRect });
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scrollPool.AutoResizeHandleRect = autoResizeSliderHandle;
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return infiniteScroll;
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return scrollPool;
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}
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/// <summary>
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|
487
src/UI/Widgets/ScrollPool/Dynamic/DynamicScrollPool.cs
Normal file
487
src/UI/Widgets/ScrollPool/Dynamic/DynamicScrollPool.cs
Normal file
@ -0,0 +1,487 @@
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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.UI.Models;
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namespace UnityExplorer.UI.Widgets
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{
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/// <summary>
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/// A <see cref="ScrollPool"/> for content with cells that vary in height, using VerticalLayoutGroup and LayoutElement.
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/// </summary>
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public class DynamicScrollPool : UIBehaviourModel, IScrollPool
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{
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// internal class used to track and manage cell views
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public class CachedCell
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{
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public DynamicScrollPool Pool { get; } // reference to this scrollpool
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public RectTransform Rect { get; } // the Rect (actual UI object)
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public IDynamicCell Cell { get; } // the ICell (to interface with DataSource)
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// used to automatically manage the Pool's TotalCellHeight
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public float Height
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{
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get => m_height;
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set
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{
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if (value.Equals(m_height))
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return;
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var diff = value - m_height;
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Pool.TotalCellHeight += diff;
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m_height = value;
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}
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}
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private float m_height;
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public CachedCell(DynamicScrollPool pool, RectTransform rect, IDynamicCell cell)
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{
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this.Pool = pool;
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this.Rect = rect;
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this.Cell = cell;
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// TODO temp debug
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(cell as Panels.DynamicCellTest).Cached = this;
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}
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}
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public DynamicScrollPool(ScrollRect scrollRect)
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{
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this.scrollRect = scrollRect;
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}
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public bool AutoResizeHandleRect { get; set; }
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public float ExtraPoolCoverageRatio = 1.2f;
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public IDynamicDataSource DataSource;
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public RectTransform PrototypeCell;
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// UI
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public override GameObject UIRoot => scrollRect.gameObject;
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public RectTransform Viewport => scrollRect.viewport;
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public RectTransform Content => scrollRect.content;
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internal Slider slider;
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internal ScrollRect scrollRect;
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internal VerticalLayoutGroup contentLayout;
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// Cache / tracking
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// 1.2x height of Viewport height.
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private Vector2 RecycleViewBounds;
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private readonly List<CachedCell> CellPool = new List<CachedCell>();
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// private readonly List<Vector2> DataHeightCache = new List<Vector2>();
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private readonly List<float> DataHeightCache = new List<float>();
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public float AdjustedTotalCellHeight => TotalCellHeight + (contentLayout.spacing * (CellPool.Count - 1));
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internal float TotalCellHeight
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{
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get => m_totalCellHeight;
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set
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{
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if (TotalCellHeight.Equals(value))
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return;
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m_totalCellHeight = value;
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SetDisplayedContentHeight();
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}
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}
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private float m_totalCellHeight;
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/// <summary>
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/// The first and last displayed indexes relative to the DataSource's list
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/// </summary>
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private int topDataIndex, bottomDataIndex;
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public bool IsDisplayed(int index) => index >= topDataIndex && index <= bottomDataIndex;
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/// <summary>
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/// For keeping track of where cellPool[0] and cellPool[last] actually are in the transform heirarchy
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/// </summary>
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private int topMostCellIndex, bottomMostCellIndex;
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private int CurrentDataCount => bottomDataIndex + 1;
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private Vector2 _prevAnchoredPos;
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private Vector2 _prevViewportSize; // TODO track viewport height and rebuild on change? or leave that to datasource?
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#region internal set tracking and update
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//private bool _recycling;
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public bool ExternallySetting
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{
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get => externallySetting;
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internal set
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{
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if (externallySetting == value)
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return;
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timeOfLastExternalSet = Time.time;
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externallySetting = value;
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}
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}
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private bool externallySetting;
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private float timeOfLastExternalSet;
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public override void Update()
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{
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||||
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();
|
||||
}
|
||||
}
|
17
src/UI/Widgets/ScrollPool/Dynamic/IDynamicCell.cs
Normal file
17
src/UI/Widgets/ScrollPool/Dynamic/IDynamicCell.cs
Normal file
@ -0,0 +1,17 @@
|
||||
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;
|
||||
}
|
||||
}
|
13
src/UI/Widgets/ScrollPool/Dynamic/IDynamicDataSource.cs
Normal file
13
src/UI/Widgets/ScrollPool/Dynamic/IDynamicDataSource.cs
Normal file
@ -0,0 +1,13 @@
|
||||
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; }
|
||||
}
|
||||
}
|
12
src/UI/Widgets/ScrollPool/IScrollPool.cs
Normal file
12
src/UI/Widgets/ScrollPool/IScrollPool.cs
Normal file
@ -0,0 +1,12 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
|
||||
namespace UnityExplorer.UI.Widgets
|
||||
{
|
||||
public interface IScrollPool
|
||||
{
|
||||
bool AutoResizeHandleRect { get; set; }
|
||||
}
|
||||
}
|
@ -9,7 +9,10 @@ using UnityExplorer.UI.Models;
|
||||
|
||||
namespace UnityExplorer.UI.Widgets
|
||||
{
|
||||
public class ScrollPool : UIBehaviourModel
|
||||
/// <summary>
|
||||
/// A <see cref="ScrollRect"/> handler which pools displayed cells to improve performance.
|
||||
/// </summary>
|
||||
public class ScrollPool : UIBehaviourModel, IScrollPool
|
||||
{
|
||||
public ScrollPool(ScrollRect scrollRect)
|
||||
{
|
||||
@ -23,11 +26,13 @@ namespace UnityExplorer.UI.Widgets
|
||||
|
||||
public override GameObject UIRoot => scrollRect.gameObject;
|
||||
|
||||
/// <summary>Use <see cref="UIFactory.CreateInfiniteScroll"/></summary>
|
||||
/// <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;
|
||||
|
||||
@ -49,9 +54,6 @@ namespace UnityExplorer.UI.Widgets
|
||||
|
||||
internal int currentItemCount; //item count corresponding to the datasource.
|
||||
internal int topMostCellIndex, bottomMostCellIndex; //Topmost and bottommost cell in the heirarchy
|
||||
internal int _topMostCellColoumn, _bottomMostCellColoumn; // used for recyling in Grid layout. top-most and bottom-most coloumn
|
||||
|
||||
public bool AutoResizeHandleRect;
|
||||
|
||||
public bool ExternallySetting
|
||||
{
|
||||
@ -61,7 +63,7 @@ namespace UnityExplorer.UI.Widgets
|
||||
if (externallySetting == value)
|
||||
return;
|
||||
timeOfLastExternalSet = Time.time;
|
||||
externallySetting = true;
|
||||
externallySetting = value;
|
||||
}
|
||||
}
|
||||
private bool externallySetting;
|
||||
@ -102,12 +104,12 @@ namespace UnityExplorer.UI.Widgets
|
||||
scrollRect.m_ContentStartPosition += ProcessValueChange(dir);
|
||||
_prevAnchoredPos = scrollRect.content.anchoredPosition;
|
||||
|
||||
SetSliderFromScrollValue();
|
||||
UpdateSlider();
|
||||
|
||||
// ExternallySetting = false;
|
||||
}
|
||||
|
||||
internal void SetSliderFromScrollValue(bool forceValue = true)
|
||||
internal void UpdateSlider(bool forceValue = true)
|
||||
{
|
||||
int total = DataSource.ItemCount;
|
||||
total = Math.Max(total, 1);
|
||||
@ -132,10 +134,9 @@ namespace UnityExplorer.UI.Widgets
|
||||
var handleRatio = (decimal)spread / total;
|
||||
var handleHeight = viewportHeight * (float)Math.Min(1, handleRatio);
|
||||
|
||||
// minimum handle size
|
||||
handleHeight = Math.Max(handleHeight, 15f);
|
||||
|
||||
// need to resize the handle container area for the size of the handle (bigger handle = smaller area)
|
||||
// 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);
|
||||
@ -185,7 +186,6 @@ namespace UnityExplorer.UI.Widgets
|
||||
/// <summary>
|
||||
/// Initialize with the provided DataSource
|
||||
/// </summary>
|
||||
/// <param name="dataSource"></param>
|
||||
public void Initialize(IPoolDataSource dataSource)
|
||||
{
|
||||
DataSource = dataSource;
|
||||
@ -242,14 +242,12 @@ namespace UnityExplorer.UI.Widgets
|
||||
|
||||
RefreshContentSize();
|
||||
|
||||
//internallySetting = true;
|
||||
SetSliderFromScrollValue(false);
|
||||
//internallySetting = false;
|
||||
UpdateSlider(false);
|
||||
}
|
||||
|
||||
public void PopulateCells()
|
||||
{
|
||||
var width = scrollRect.viewport.GetComponent<RectTransform>().rect.width;
|
||||
var width = scrollRect.viewport.rect.width;
|
||||
scrollRect.content.sizeDelta = new Vector2(width, scrollRect.content.sizeDelta.y);
|
||||
|
||||
int cellIndex = topMostCellIndex;
|
||||
@ -259,8 +257,6 @@ namespace UnityExplorer.UI.Widgets
|
||||
{
|
||||
var cell = _cachedCells[cellIndex];
|
||||
cellIndex++;
|
||||
if (cellIndex < 0)
|
||||
continue;
|
||||
if (cellIndex >= _cachedCells.Count)
|
||||
cellIndex = 0;
|
||||
DataSource.SetCell(cell, itemIndex);
|
||||
@ -284,7 +280,7 @@ namespace UnityExplorer.UI.Widgets
|
||||
yield return null;
|
||||
SetRecyclingBounds();
|
||||
|
||||
//Cell Poool
|
||||
//Cell Pool
|
||||
CreateCellPool();
|
||||
currentItemCount = _cellPool.Count;
|
||||
topMostCellIndex = 0;
|
||||
@ -334,9 +330,6 @@ namespace UnityExplorer.UI.Widgets
|
||||
PrototypeCell.gameObject.SetActive(true);
|
||||
SetTopAnchor(PrototypeCell);
|
||||
|
||||
//Reset
|
||||
_topMostCellColoumn = _bottomMostCellColoumn = 0;
|
||||
|
||||
//Temps
|
||||
float currentPoolCoverage = 0;
|
||||
int poolSize = 0;
|
||||
@ -366,7 +359,7 @@ namespace UnityExplorer.UI.Widgets
|
||||
//Setting data for Cell
|
||||
var cell = DataSource.CreateCell(item);
|
||||
_cachedCells.Add(cell);
|
||||
DataSource.SetCell(_cachedCells[_cachedCells.Count - 1], poolSize);
|
||||
DataSource.SetCell(cell, poolSize);
|
||||
|
||||
//Update the Pool size
|
||||
poolSize++;
|
||||
|
@ -4,6 +4,7 @@ using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using UnityExplorer.UI.Widgets;
|
||||
|
||||
namespace UnityExplorer.UI.Widgets
|
||||
@ -12,15 +13,13 @@ namespace UnityExplorer.UI.Widgets
|
||||
{
|
||||
internal ScrollPool Scroller;
|
||||
|
||||
public Func<List<T>> GetEntries;
|
||||
public int ItemCount => currentEntries.Count;
|
||||
public List<T> currentEntries;
|
||||
|
||||
public int ItemCount => currentEntries.Count;
|
||||
|
||||
public Func<RectTransform, SimpleCell<T>> CreateICell;
|
||||
public Func<List<T>> GetEntries;
|
||||
public Action<SimpleCell<T>, int> SetICell;
|
||||
|
||||
public Func<T, string, bool> ShouldFilter;
|
||||
public Func<T, string, bool> ShouldDisplay;
|
||||
public Action<SimpleCell<T>> OnCellClicked;
|
||||
|
||||
public string CurrentFilter
|
||||
{
|
||||
@ -30,15 +29,15 @@ namespace UnityExplorer.UI.Widgets
|
||||
private string currentFilter;
|
||||
|
||||
public SimpleListSource(ScrollPool infiniteScroller, Func<List<T>> getEntriesMethod,
|
||||
Func<RectTransform, SimpleCell<T>> createCellMethod, Action<SimpleCell<T>, int> setICellMethod,
|
||||
Func<T, string, bool> shouldFilterMethod)
|
||||
Action<SimpleCell<T>, int> setICellMethod, Func<T, string, bool> shouldDisplayMethod,
|
||||
Action<SimpleCell<T>> onCellClickedMethod)
|
||||
{
|
||||
Scroller = infiniteScroller;
|
||||
|
||||
GetEntries = getEntriesMethod;
|
||||
CreateICell = createCellMethod;
|
||||
SetICell = setICellMethod;
|
||||
ShouldFilter = shouldFilterMethod;
|
||||
ShouldDisplay = shouldDisplayMethod;
|
||||
OnCellClicked = onCellClickedMethod;
|
||||
}
|
||||
|
||||
public void Init()
|
||||
@ -64,7 +63,7 @@ namespace UnityExplorer.UI.Widgets
|
||||
{
|
||||
if (!string.IsNullOrEmpty(currentFilter))
|
||||
{
|
||||
if (!ShouldFilter.Invoke(entry, currentFilter))
|
||||
if (!ShouldDisplay.Invoke(entry, currentFilter))
|
||||
continue;
|
||||
|
||||
list.Add(entry);
|
||||
@ -76,9 +75,13 @@ namespace UnityExplorer.UI.Widgets
|
||||
currentEntries = list;
|
||||
}
|
||||
|
||||
public ICell CreateCell(RectTransform cellTransform)
|
||||
public ICell CreateCell(RectTransform rect)
|
||||
{
|
||||
return CreateICell.Invoke(cellTransform);
|
||||
var button = rect.GetComponentInChildren<Button>();
|
||||
var text = button.GetComponentInChildren<Text>();
|
||||
var cell = new SimpleCell<T>(this, rect.gameObject, button, text);
|
||||
cell.OnClick += OnCellClicked;
|
||||
return cell;
|
||||
}
|
||||
|
||||
public void SetCell(ICell cell, int index)
|
||||
|
@ -272,10 +272,14 @@
|
||||
<Compile Include="UI\Utility\PanelDragger.cs" />
|
||||
<Compile Include="UI\Utility\SignatureHighlighter.cs" />
|
||||
<Compile Include="UI\Utility\ToStringUtility.cs" />
|
||||
<Compile Include="UI\Widgets\InfiniteScroll\ICell.cs" />
|
||||
<Compile Include="UI\Widgets\InfiniteScroll\IListDataSource.cs" />
|
||||
<Compile Include="UI\Widgets\InfiniteScroll\InfiniteScrollRect.cs" />
|
||||
<Compile Include="UI\Widgets\InfiniteScroll\UIExtensions.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\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" />
|
||||
|
Loading…
x
Reference in New Issue
Block a user