Working on a dynamic-height scroll pool, almost done

This commit is contained in:
Sinai 2021-04-18 21:38:09 +10:00
parent bcc89455a7
commit 8b5e385c28
10 changed files with 808 additions and 79 deletions

View File

@ -17,7 +17,7 @@ namespace UnityExplorer.UI.Panels
{
public override string Name => "GameObject Inspector";
public SimpleListSource<Component> ComponentList;
//public SimpleListSource<Component> ComponentList;
public override void Update()
{
@ -33,28 +33,19 @@ namespace UnityExplorer.UI.Panels
};
}
public SimpleCell<Component> CreateCell(RectTransform rect)
{
var button = rect.GetComponentInChildren<Button>();
var text = button.GetComponentInChildren<Text>();
var cell = new SimpleCell<Component>(ComponentList, rect.gameObject, button, text);
cell.OnClick += OnCellClicked;
return cell;
}
public void OnCellClicked(SimpleCell<Component> cell)
{
ExplorerCore.Log("Cell clicked!");
}
public void SetCell(SimpleCell<Component> cell, int index)
{
var comp = ComponentList.currentEntries[index];
if (!comp)
cell.buttonText.text = "<color=red>[Destroyed]</color>";
else
cell.buttonText.text = ToStringUtility.GetDefaultLabel(comp, ReflectionProvider.Instance.GetActualType(comp), true, false);
}
//public void SetCell(SimpleCell<Component> cell, int index)
//{
// var comp = ComponentList.currentEntries[index];
// if (!comp)
// cell.buttonText.text = "<color=red>[Destroyed]</color>";
// else
// cell.buttonText.text = ToStringUtility.GetDefaultLabel(comp, ReflectionProvider.Instance.GetActualType(comp), true, false);
//}
public bool ShouldDisplay(Component comp, string filter)
{
@ -87,10 +78,10 @@ namespace UnityExplorer.UI.Panels
{
// height changed, hard refresh required.
previousRectHeight = obj.rect.height;
ComponentList.Scroller.ReloadData();
//scrollPool.ReloadData();
}
ComponentList.Scroller.Refresh();
//scrollPool.Refresh();
}
public override void SetDefaultPosAndAnchors()
@ -105,24 +96,218 @@ namespace UnityExplorer.UI.Panels
mainPanelRect.pivot = new Vector2(0.5f, 0.5f);
}
private DynamicScrollPool scrollPool;
public override void ConstructPanelContent()
{
// Transform Tree
var infiniteScroll = UIFactory.CreateInfiniteScroll(content, "ComponentList", out GameObject scrollObj,
// temp debug
scrollPool = UIFactory.CreateDynamicScrollPool(content, "Test", out GameObject scrollObj,
out GameObject scrollContent, new Color(0.15f, 0.15f, 0.15f));
UIFactory.SetLayoutElement(scrollObj, flexibleHeight: 9999);
UIFactory.SetLayoutElement(scrollContent, flexibleHeight: 9999);
ComponentList = new SimpleListSource<Component>(infiniteScroll, GetEntries, CreateCell, SetCell, ShouldDisplay);
ComponentList.Init();
var test = new DynamicListTest(scrollPool);
test.Init();
var prototype = DynamicCellTest.CreatePrototypeCell(scrollContent);
scrollPool.PrototypeCell = prototype.GetComponent<RectTransform>();
//// Component list
//var scrollPool = (ScrollPool)UIFactory.CreateScrollPool<ScrollPool>(content, "ComponentList", out GameObject scrollObj,
// out GameObject scrollContent, new Color(0.15f, 0.15f, 0.15f));
//UIFactory.SetLayoutElement(scrollObj, flexibleHeight: 9999);
//UIFactory.SetLayoutElement(scrollContent, flexibleHeight: 9999);
//ComponentList = new SimpleListSource<Component>(scrollPool, GetEntries, CreateCell, SetCell, ShouldDisplay);
//ComponentList.Init();
//// Prototype tree cell
//var prototype = SimpleCell<Component>.CreatePrototypeCell(scrollContent);
//scrollPool.PrototypeCell = prototype.GetComponent<RectTransform>();
// Prototype tree cell
var prototype = SimpleCell<Component>.CreatePrototypeCell(scrollContent);
infiniteScroll.PrototypeCell = prototype.GetComponent<RectTransform>();
// some references
previousRectHeight = mainPanelRect.rect.height;
}
}
public class DynamicListTest : IDynamicDataSource
{
public struct Data
{
public float height; public Color color;
public Data(float f, Color c) { height = f; color = c; }
};
public int ItemCount => imaginaryData.Count;
public float DefaultCellHeight => 25f;
// private List<DynamicCellTest> cellCache = new List<DynamicCellTest>();
private List<Data> imaginaryData;
internal DynamicScrollPool Scroller;
public DynamicListTest(DynamicScrollPool scroller) { Scroller = scroller; }
public void Init()
{
imaginaryData = new List<Data>();
for (int i = 0; i < 100; i++)
{
imaginaryData.Add(new Data
{
height = (UnityEngine.Random.Range(25f, 800f)
+ UnityEngine.Random.Range(25f, 50f)
+ 50f)
* 0.25f,
//height = 25f,
color = new Color
{
r = UnityEngine.Random.Range(0.1f, 0.8f),
g = UnityEngine.Random.Range(0.1f, 0.8f),
b = UnityEngine.Random.Range(0.1f, 0.8f),
a = 1
}
});
}
RuntimeProvider.Instance.StartCoroutine(InitCoroutine());
}
private IEnumerator InitCoroutine()
{
yield return null;
//RefreshData();
Scroller.DataSource = this;
Scroller.Initialize(this);
}
public ICell CreateCell(RectTransform cellTransform)
{
var cell = new DynamicCellTest(cellTransform.gameObject,
cellTransform.GetComponentInChildren<Image>(),
cellTransform.Find("Label").GetComponent<Text>());
return cell;
}
//public float GetHeightForCell(int index)
//{
// if (index < 0 || index >= imaginaryData.Count)
// return 0f;
// return imaginaryData[index].height;
//}
//public float GetTotalHeight()
//{
// float ret = 0f;
// foreach (var f in imaginaryData)
// ret += f.height;
// return ret;
//}
public void SetCell(ICell icell, int index)
{
if (index < 0 || index >= imaginaryData.Count)
{
icell.Disable();
return;
}
var cell = icell as DynamicCellTest;
var data = imaginaryData[index];
cell.image.color = data.color;
cell.text.text = $"{index}: {data.height}";
cell.Height = data.height;
}
}
public class DynamicCellTest : IDynamicCell
{
public DynamicScrollPool.CachedCell Cached;
public DynamicCellTest(GameObject uiRoot, Image image, Text text)
{
this.uiRoot = uiRoot;
this.image = image;
this.text = text;
var button = uiRoot.GetComponentInChildren<Button>();
var layout = uiRoot.GetComponent<LayoutElement>();
button.onClick.AddListener(() =>
{
if (!expanded)
{
layout.minHeight = this.Height;
expanded = true;
if (Cached != null) Cached.Height = Height;
}
else
{
this.Height = 25;// default height
layout.minHeight = Height;
expanded = false;
if (Cached != null) Cached.Height = Height;
}
});
}
private bool expanded;
public bool Enabled => m_enabled;
private bool m_enabled;
public float Height;
public GameObject uiRoot;
public Image image;
public Text text;
public LayoutGroup layoutGroup;
public Button button;
public void Disable()
{
m_enabled = false;
uiRoot.SetActive(false);
//image.color = Color.red;
}
public void Enable()
{
m_enabled = true;
uiRoot.SetActive(true);
}
public float GetHeight()
{
return Height;
}
public static GameObject CreatePrototypeCell(GameObject parent)
{
var prototype = UIFactory.CreateHorizontalGroup(parent, "PrototypeCell", true, true, true, true, 2, default,
new Color(0.15f, 0.15f, 0.15f), TextAnchor.MiddleCenter);
//var cell = prototype.AddComponent<TransformCell>();
var rect = prototype.GetComponent<RectTransform>();
rect.anchorMin = new Vector2(0, 1);
rect.anchorMax = new Vector2(0, 1);
rect.pivot = new Vector2(0.5f, 1);
rect.sizeDelta = new Vector2(25, 25);
UIFactory.SetLayoutElement(prototype, minWidth: 100, flexibleWidth: 9999, minHeight: 25, flexibleHeight: 0);
var text = UIFactory.CreateLabel(prototype, "Label", "notset", TextAnchor.MiddleCenter);
UIFactory.SetLayoutElement(text.gameObject, minHeight: 25, minWidth: 200, flexibleWidth: 0);
var button = UIFactory.CreateButton(prototype, "button", "Toggle");
UIFactory.SetLayoutElement(button.gameObject, minWidth: 50, flexibleWidth: 0, minHeight: 25);
prototype.SetActive(false);
return prototype;
}
}
}

View File

@ -128,7 +128,7 @@ namespace UnityExplorer.UI.Panels
Tree.RefreshData(true);
}
private float previousRectHeight;
private float highestRectHeight;
public override void OnFinishResize(RectTransform panel)
{
@ -140,10 +140,10 @@ namespace UnityExplorer.UI.Panels
{
yield return null;
if (obj.rect.height != previousRectHeight)
if (obj.rect.height > highestRectHeight)
{
// height changed, hard refresh required.
previousRectHeight = obj.rect.height;
// height increased, hard refresh required.
highestRectHeight = obj.rect.height;
Tree.Scroller.ReloadData();
}
Tree.Scroller.Refresh();
@ -224,7 +224,7 @@ namespace UnityExplorer.UI.Panels
// Transform Tree
var infiniteScroll = UIFactory.CreateInfiniteScroll(content, "TransformTree", out GameObject scrollObj,
var infiniteScroll = UIFactory.CreateScrollPool<ScrollPool>(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);
@ -240,7 +240,7 @@ namespace UnityExplorer.UI.Panels
infiniteScroll.PrototypeCell = prototype.GetComponent<RectTransform>();
// some references
previousRectHeight = mainPanelRect.rect.height;
highestRectHeight = mainPanelRect.rect.height;
// Scene Loader
try

View File

@ -4,6 +4,7 @@ using UnityEngine.Events;
using UnityEngine.UI;
using UnityExplorer.Core.Config;
using UnityExplorer.Core.Runtime;
using UnityExplorer.UI.Models;
using UnityExplorer.UI.Utility;
using UnityExplorer.UI.Widgets;
@ -692,8 +693,22 @@ namespace UnityExplorer.UI
return dropdownObj;
}
public static ScrollPool CreateInfiniteScroll(GameObject parent, string name, out GameObject uiRoot,
out GameObject content, Color? bgColor = null, bool autoResizeSliderHandle = true)
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
{
var mainObj = CreateUIObject(name, parent, new Vector2(1, 1));
mainObj.AddComponent<Image>().color = bgColor ?? new Color(0.12f, 0.12f, 0.12f);
@ -752,10 +767,10 @@ namespace UnityExplorer.UI
uiRoot = mainObj;
var infiniteScroll = new ScrollPool(scrollRect);
infiniteScroll.AutoResizeHandleRect = autoResizeSliderHandle;
var scrollPool = (T)Activator.CreateInstance(typeof(T), new object[] { scrollRect });
scrollPool.AutoResizeHandleRect = autoResizeSliderHandle;
return infiniteScroll;
return scrollPool;
}
/// <summary>

View File

@ -0,0 +1,487 @@
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();
}
}

View 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;
}
}

View 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; }
}
}

View 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; }
}
}

View File

@ -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++;

View File

@ -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)

View File

@ -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" />