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https://github.com/sinai-dev/UnityExplorer.git
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Detach ScrollRect class from InfiniteScrollRect, use UIBehaviourModel. Cleanup and fix for il2cpp
This commit is contained in:
parent
b13aa74fa1
commit
a58e2a0fad
@ -699,7 +699,8 @@ namespace UnityExplorer.UI
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return dropdownObj;
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}
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public static InfiniteScrollRect CreateInfiniteScroll(GameObject parent, string name, out GameObject content, Color? bgColor = null)
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public static InfiniteScrollRect CreateInfiniteScroll(GameObject parent, string name, out GameObject uiRoot,
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out GameObject content, Color? bgColor = null)
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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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@ -726,21 +727,25 @@ namespace UnityExplorer.UI
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contentRect.offsetMax = new Vector2(0f, 0f);
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//SetLayoutGroup<VerticalLayoutGroup>(content, true, false, true, false, 0, 2, 2, 2, 2);
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var infiniteScroll = mainObj.AddComponent<InfiniteScrollRect>();
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infiniteScroll.movementType = ScrollRect.MovementType.Clamped;
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infiniteScroll.inertia = true;
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infiniteScroll.decelerationRate = 0.135f;
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infiniteScroll.scrollSensitivity = 15;
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infiniteScroll.horizontal = false;
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infiniteScroll.vertical = true;
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var scrollRect = mainObj.AddComponent<ScrollRect>();
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scrollRect.movementType = ScrollRect.MovementType.Clamped;
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scrollRect.inertia = false;
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//scrollRect.decelerationRate = 0.135f;
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scrollRect.scrollSensitivity = 15;
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scrollRect.horizontal = false;
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scrollRect.vertical = true;
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infiniteScroll.viewport = viewportRect;
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infiniteScroll.content = contentRect;
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scrollRect.viewport = viewportRect;
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scrollRect.content = contentRect;
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var sliderObj = SliderScrollbar.CreateSliderScrollbar(mainObj, out Slider slider);
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slider.direction = Slider.Direction.TopToBottom;
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SetLayoutElement(sliderObj, minWidth: 25, flexibleHeight: 9999);
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uiRoot = mainObj;
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var infiniteScroll = new InfiniteScrollRect(scrollRect);
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return infiniteScroll;
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}
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@ -5,15 +5,30 @@ 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.InfiniteScroll
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{
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public class InfiniteScrollRect : ScrollRect
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public class InfiniteScrollRect : UIBehaviourModel
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{
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public InfiniteScrollRect(ScrollRect scrollRect)
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{
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this.scrollRect = scrollRect;
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Init();
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}
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public IListDataSource DataSource;
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internal RectTransform PrototypeCell;
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public int PoolCount => _cachedCells.Count;
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public override GameObject UIRoot => scrollRect.gameObject;
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/// <summary>Use <see cref="UIFactory.CreateInfiniteScroll"/></summary>
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public override void ConstructUI(GameObject parent) => throw new NotImplementedException();
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internal ScrollRect scrollRect;
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internal RectTransform PrototypeCell;
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internal Slider _slider;
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// Cell pool
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@ -22,20 +37,17 @@ namespace UnityExplorer.UI.Widgets.InfiniteScroll
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private List<ICell> _cachedCells;
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private Bounds _recyclableViewBounds;
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//Temps, Flags
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private readonly Vector3[] _corners = new Vector3[4];
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private bool _recycling;
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private Vector2 _prevAnchoredPos;
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internal Vector2 _lastScroll;
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//Trackers
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internal int currentItemCount; //item count corresponding to the datasource.
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internal int topMostCellIndex, bottomMostCellIndex; //Topmost and bottommost cell in the heirarchy
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internal int _topMostCellColoumn, _bottomMostCellColoumn; // used for recyling in Grid layout. top-most and bottom-most coloumn
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private Vector2 zeroVector = Vector2.zero;
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// Flag to keep track of when we are manually setting our slider/scrollrect value directly, to avoid callback loops.
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private bool internallySetting = false;
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//private bool ExternallySetting = false;
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// external sources use this flag, it will stay true until the start of the next frame to prevent our update overwriting it.
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public bool ExternallySetting
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@ -52,125 +64,100 @@ namespace UnityExplorer.UI.Widgets.InfiniteScroll
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private bool externallySetting;
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private float timeOfLastExternalSet;
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internal new void Start()
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private Vector2 zeroVector = Vector2.zero;
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public override void Init()
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{
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// Link up the Slider and ScrollRect onValueChanged to sync them.
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_slider = this.GetComponentInChildren<Slider>();
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onValueChanged.AddListener((Vector2 val) =>
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{
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try
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{
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if (internallySetting || ExternallySetting)
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return;
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internallySetting = true;
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SetSliderFromScrollValue();
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internallySetting = false;
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}
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catch (Exception ex)
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{
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ExplorerCore.Log(ex);
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}
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});
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_slider = scrollRect.GetComponentInChildren<Slider>();
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_slider.onValueChanged.AddListener((float val) =>
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{
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if (internallySetting || ExternallySetting)
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if (this.ExternallySetting)
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return;
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internallySetting = true;
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this.ExternallySetting = true;
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ExplorerCore.Log("Slider value changed");
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// Jump to val * count (ie, 0.0 would jump to top, 1.0 would jump to bottom)
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var index = Math.Floor(val * DataSource.ItemCount);
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JumpToIndex((int)index);
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internallySetting = false;
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this.ExternallySetting = false;
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});
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}
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internal void SetSliderFromScrollValue()
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{
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// calculate where slider handle should be based on displayed range.
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var range = GetDisplayedRange();
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int total = DataSource.ItemCount;
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var spread = range.y - range.x;
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//var orig = _slider.value;
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if (spread >= total)
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_slider.value = 0f;
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else
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// top-most displayed index divided by (totalCount - displayedRange)
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_slider.value = (float)((decimal)range.x / (decimal)(total - spread));
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}
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internal void Update()
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public override void Update()
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{
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if (externallySetting && timeOfLastExternalSet < Time.time)
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externallySetting = false;
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}
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internal void OnValueChangedListener(Vector2 _)
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{
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if (ExternallySetting)
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return;
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ExternallySetting = true;
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Vector2 dir = scrollRect.content.anchoredPosition - _prevAnchoredPos;
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scrollRect.m_ContentStartPosition += ProcessValueChange(dir);
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_prevAnchoredPos = scrollRect.content.anchoredPosition;
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SetSliderFromScrollValue();
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}
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/// <summary>
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/// public API for Initializing when datasource is not set in controller's Awake. Make sure selfInitalize is set to false.
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/// Get the start and end indexes (relative to DataSource) of the cell pool
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/// </summary>
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public Vector2 GetDisplayedRange()
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{
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int max = currentItemCount;
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int min = max - _cachedCells.Count;
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return new Vector2(min, max);
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}
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/// <summary>
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/// Initialize with the provided DataSource
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/// </summary>
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/// <param name="dataSource"></param>
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public void Initialize(IListDataSource dataSource)
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{
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DataSource = dataSource;
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vertical = true;
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horizontal = false;
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scrollRect.vertical = true;
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scrollRect.horizontal = false;
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_prevAnchoredPos = base.content.anchoredPosition;
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onValueChanged.RemoveListener(OnValueChangedListener);
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_prevAnchoredPos = scrollRect.content.anchoredPosition;
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scrollRect.onValueChanged.RemoveListener(OnValueChangedListener);
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RuntimeProvider.Instance.StartCoroutine(InitCoroutine(() =>
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{
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onValueChanged.AddListener(OnValueChangedListener);
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scrollRect.onValueChanged.AddListener(OnValueChangedListener);
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}));
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}
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/// <summary>
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/// Added as a listener to the OnValueChanged event of Scroll rect.
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/// Recycling entry point for recyling systems.
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/// </summary>
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/// <param name="direction">scroll direction</param>
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internal void OnValueChangedListener(Vector2 normalizedPos)
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{
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Vector2 dir = base.content.anchoredPosition - _prevAnchoredPos;
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m_ContentStartPosition += ProcessValueChange(dir);
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_prevAnchoredPos = base.content.anchoredPosition;
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}
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/// <summary>
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///Reloads the data. Call this if a new datasource is assigned.
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/// </summary>
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public void ReloadData()
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{
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ReloadData(DataSource);
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}
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/// <summary>
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/// Overloaded ReloadData with dataSource param
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///Reloads the data. Call this if a new datasource is assigned.
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/// </summary>
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public void ReloadData(IListDataSource dataSource)
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{
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if (onValueChanged == null)
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if (scrollRect.onValueChanged == null)
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return;
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StopMovement();
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scrollRect.StopMovement();
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onValueChanged.RemoveListener(OnValueChangedListener);
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scrollRect.onValueChanged.RemoveListener(OnValueChangedListener);
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DataSource = dataSource;
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RuntimeProvider.Instance.StartCoroutine(InitCoroutine(() =>
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onValueChanged.AddListener(OnValueChangedListener)
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scrollRect.onValueChanged.AddListener(OnValueChangedListener)
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));
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_prevAnchoredPos = base.content.anchoredPosition;
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_prevAnchoredPos = scrollRect.content.anchoredPosition;
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}
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public void Refresh()
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@ -190,17 +177,23 @@ namespace UnityExplorer.UI.Widgets.InfiniteScroll
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RefreshContentSize();
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//// Close, but not quite accurate enough to be useful.
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//internallySetting = true;
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//SetSliderFromScrollValue();
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//internallySetting = false;
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}
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public Vector2 GetDisplayedRange()
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internal void SetSliderFromScrollValue()
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{
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int max = currentItemCount;
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int min = max - _cachedCells.Count;
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return new Vector2(min, max);
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// calculate where slider handle should be based on displayed range.
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var range = GetDisplayedRange();
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int total = DataSource.ItemCount;
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var spread = range.y - range.x;
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if (spread >= total)
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_slider.value = 0f;
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else
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// top-most displayed index divided by (totalCount - displayedRange)
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_slider.value = (float)((decimal)range.x / (decimal)(total - spread));
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}
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public void JumpToIndex(int index)
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@ -211,26 +204,25 @@ namespace UnityExplorer.UI.Widgets.InfiniteScroll
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var indexBuffer = (int)(_cachedCells.Count * (1 - (index / (decimal)(realCount - 1))));
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currentItemCount = index + indexBuffer;// Math.Max(index + _cachedCells.Count, currentItemCount);
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currentItemCount = index + indexBuffer;
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currentItemCount = Math.Max(Math.Min(currentItemCount, realCount), _cachedCells.Count);
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Refresh();
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var y = 0f;
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var displayRange = viewport.rect.height / _cellHeight;
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var poolRange = content.rect.height / _cellHeight;
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var displayRange = scrollRect.viewport.rect.height / _cellHeight;
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var poolRange = scrollRect.content.rect.height / _cellHeight;
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var poolExtra = poolRange - displayRange;
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if (index >= realCount - poolExtra)
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y = _cellHeight * (index - realCount + poolExtra);
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y = _cellHeight * (index - realCount + (poolExtra * 2));
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content.anchoredPosition = new Vector2(content.anchoredPosition.x, y);
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scrollRect.content.anchoredPosition = new Vector2(scrollRect.content.anchoredPosition.x, y);
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}
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public void PopulateCells()
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{
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var width = viewport.GetComponent<RectTransform>().rect.width;
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content.sizeDelta = new Vector2(width, content.sizeDelta.y);
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var width = scrollRect.viewport.GetComponent<RectTransform>().rect.width;
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scrollRect.content.sizeDelta = new Vector2(width, scrollRect.content.sizeDelta.y);
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int cellIndex = topMostCellIndex;
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var itemIndex = currentItemCount - _cachedCells.Count;
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@ -246,7 +238,7 @@ namespace UnityExplorer.UI.Widgets.InfiniteScroll
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DataSource.SetCell(cell, itemIndex);
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itemIndex++;
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var rect = (cell as Component).GetComponent<RectTransform>();
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var rect = _cellPool[cellIndex];
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rect.sizeDelta = new Vector2(width, rect.sizeDelta.y);
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iterated++;
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@ -255,17 +247,11 @@ namespace UnityExplorer.UI.Widgets.InfiniteScroll
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#region RECYCLING INIT
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/// <summary>
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/// Corotuine for initiazation.
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/// Using coroutine for init because few UI stuff requires a frame to update
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/// </summary>
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/// <param name="onInitialized">callback when init done</param>
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/// <returns></returns>>
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public IEnumerator InitCoroutine(Action onInitialized)
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private IEnumerator InitCoroutine(Action onInitialized)
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{
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yield return null;
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SetTopAnchor(content);
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content.anchoredPosition = Vector3.zero;
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SetTopAnchor(scrollRect.content);
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scrollRect.content.anchoredPosition = Vector3.zero;
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yield return null;
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SetRecyclingBounds();
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@ -279,38 +265,34 @@ namespace UnityExplorer.UI.Widgets.InfiniteScroll
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//Set content height according to no of rows
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RefreshContentSize();
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SetTopAnchor(content);
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SetTopAnchor(scrollRect.content);
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onInitialized?.Invoke();
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}
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private void RefreshContentSize()
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{
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int noOfRows = _cachedCells.Where(it => it.Enabled).Count();
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int noOfRows = 0;
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foreach (var cell in _cachedCells)
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if (cell.Enabled) noOfRows++;
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float contentYSize = noOfRows * _cellHeight;
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content.sizeDelta = new Vector2(content.sizeDelta.x, contentYSize);
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scrollRect.content.sizeDelta = new Vector2(scrollRect.content.sizeDelta.x, contentYSize);
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}
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/// <summary>
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/// Sets the uppper and lower bounds for recycling cells.
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/// </summary>
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private void SetRecyclingBounds()
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{
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viewport.GetWorldCorners(_corners);
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float threshHold = _cellHeight / 2; //RecyclingThreshold * (_corners[2].y - _corners[0].y);
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scrollRect.viewport.GetCorners(_corners);
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float threshHold = _cellHeight * 2; //RecyclingThreshold * (_corners[2].y - _corners[0].y);
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_recyclableViewBounds.min = new Vector3(_corners[0].x, _corners[0].y - threshHold);
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_recyclableViewBounds.max = new Vector3(_corners[2].x, _corners[2].y + threshHold);
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}
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/// <summary>
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/// Creates cell Pool for recycling, Caches ICells
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/// </summary>
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private void CreateCellPool()
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{
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//Reseting Pool
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if (_cellPool != null)
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{
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_cellPool.ForEach((RectTransform item) => Destroy(item.gameObject));
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_cellPool.ForEach((RectTransform item) => GameObject.Destroy(item.gameObject));
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_cellPool.Clear();
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_cachedCells.Clear();
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}
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@ -333,28 +315,29 @@ namespace UnityExplorer.UI.Widgets.InfiniteScroll
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float posY = 0;
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//set new cell size according to its aspect ratio
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_cellWidth = content.rect.width;
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_cellWidth = scrollRect.content.rect.width;
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_cellHeight = PrototypeCell.rect.height;
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//Get the required pool coverage and mininum size for the Cell pool
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float requiredCoverage = viewport.rect.height + (_cellHeight * 2);
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float requiredCoverage = scrollRect.viewport.rect.height + (_cellHeight * 4);
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//create cells untill the Pool area is covered
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while (currentPoolCoverage < requiredCoverage)
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{
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//Instantiate and add to Pool
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RectTransform item = Instantiate(PrototypeCell.gameObject).GetComponent<RectTransform>();
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RectTransform item = GameObject.Instantiate(PrototypeCell.gameObject).GetComponent<RectTransform>();
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item.name = $"Cell_{_cachedCells.Count + 1}";
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item.sizeDelta = new Vector2(_cellWidth, _cellHeight);
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_cellPool.Add(item);
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item.SetParent(content, false);
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item.SetParent(scrollRect.content, false);
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item.anchoredPosition = new Vector2(0, posY);
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posY = item.anchoredPosition.y - item.rect.height;
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currentPoolCoverage += item.rect.height;
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//Setting data for Cell
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_cachedCells.Add(item.GetComponent<ICell>());
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var cell = DataSource.CreateCell(item);
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_cachedCells.Add(cell);
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DataSource.SetCell(_cachedCells[_cachedCells.Count - 1], poolSize);
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//Update the Pool size
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@ -369,21 +352,15 @@ namespace UnityExplorer.UI.Widgets.InfiniteScroll
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#region RECYCLING
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internal Vector2 LastScroll;
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/// <summary>
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/// Recyling entry point
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/// </summary>
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/// <param name="direction">scroll direction </param>
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/// <returns></returns>
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public Vector2 ProcessValueChange(Vector2 direction)
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{
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if (_recycling || _cellPool == null || _cellPool.Count == 0) return zeroVector;
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if (_recycling || _cellPool == null || _cellPool.Count == 0)
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return zeroVector;
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//Updating Recyclable view bounds since it can change with resolution changes.
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SetRecyclingBounds();
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LastScroll = direction;
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_lastScroll = direction;
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if (direction.y > 0 && _cellPool[bottomMostCellIndex].MaxY() > _recyclableViewBounds.min.y)
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{
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@ -428,7 +405,7 @@ namespace UnityExplorer.UI.Widgets.InfiniteScroll
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//Content anchor position adjustment.
|
||||
_cellPool.ForEach((RectTransform cell) => cell.anchoredPosition += n * Vector2.up * _cellPool[topMostCellIndex].sizeDelta.y);
|
||||
content.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);
|
||||
}
|
||||
@ -463,7 +440,7 @@ namespace UnityExplorer.UI.Widgets.InfiniteScroll
|
||||
}
|
||||
|
||||
_cellPool.ForEach((RectTransform cell) => cell.anchoredPosition -= n * Vector2.up * _cellPool[topMostCellIndex].sizeDelta.y);
|
||||
content.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);
|
||||
}
|
||||
@ -494,4 +471,465 @@ namespace UnityExplorer.UI.Widgets.InfiniteScroll
|
||||
#endregion
|
||||
}
|
||||
|
||||
//public class InfiniteScrollRect : ScrollRect
|
||||
//{
|
||||
|
||||
// public IListDataSource DataSource;
|
||||
|
||||
// internal RectTransform PrototypeCell;
|
||||
// internal Slider _slider;
|
||||
|
||||
// // Cell pool
|
||||
// private float _cellWidth, _cellHeight;
|
||||
// private List<RectTransform> _cellPool;
|
||||
// private List<ICell> _cachedCells;
|
||||
// private Bounds _recyclableViewBounds;
|
||||
|
||||
// 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
|
||||
// internal int _topMostCellColoumn, _bottomMostCellColoumn; // used for recyling in Grid layout. top-most and bottom-most coloumn
|
||||
|
||||
// // Flag to keep track of when we are manually setting our slider/scrollrect value directly, to avoid callback loops.
|
||||
// private bool internallySetting = false;
|
||||
|
||||
// // external sources use this flag, it will stay true until the start of the next frame to prevent our update overwriting it.
|
||||
// public bool ExternallySetting
|
||||
// {
|
||||
// get => externallySetting;
|
||||
// internal set
|
||||
// {
|
||||
// if (externallySetting == value)
|
||||
// return;
|
||||
// timeOfLastExternalSet = Time.time;
|
||||
// externallySetting = true;
|
||||
// }
|
||||
// }
|
||||
// private bool externallySetting;
|
||||
// private float timeOfLastExternalSet;
|
||||
|
||||
// private Vector2 zeroVector = Vector2.zero;
|
||||
|
||||
// public int PoolCount => _cachedCells.Count;
|
||||
|
||||
// #region MONOBEHAVIOUR
|
||||
|
||||
// internal new void Start()
|
||||
// {
|
||||
// // Link up the Slider and ScrollRect onValueChanged to sync them.
|
||||
|
||||
// _slider = this.GetComponentInChildren<Slider>();
|
||||
|
||||
// onValueChanged.AddListener((Vector2 val) =>
|
||||
// {
|
||||
// try
|
||||
// {
|
||||
// if (internallySetting || ExternallySetting)
|
||||
// return;
|
||||
// internallySetting = true;
|
||||
|
||||
// SetSliderFromScrollValue();
|
||||
|
||||
// internallySetting = false;
|
||||
// }
|
||||
// catch (Exception ex)
|
||||
// {
|
||||
// ExplorerCore.Log(ex);
|
||||
// }
|
||||
// });
|
||||
|
||||
// _slider.onValueChanged.AddListener((float val) =>
|
||||
// {
|
||||
// if (internallySetting || ExternallySetting)
|
||||
// return;
|
||||
// internallySetting = 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);
|
||||
|
||||
// internallySetting = false;
|
||||
// });
|
||||
// }
|
||||
|
||||
// internal void Update()
|
||||
// {
|
||||
// if (externallySetting && timeOfLastExternalSet < Time.time)
|
||||
// externallySetting = false;
|
||||
// }
|
||||
|
||||
// #endregion
|
||||
|
||||
// #region LISTENERS
|
||||
|
||||
// internal void OnValueChangedListener(Vector2 normalizedPos)
|
||||
// {
|
||||
// Vector2 dir = base.content.anchoredPosition - _prevAnchoredPos;
|
||||
// m_ContentStartPosition += ProcessValueChange(dir);
|
||||
// _prevAnchoredPos = base.content.anchoredPosition;
|
||||
// }
|
||||
|
||||
// #endregion
|
||||
|
||||
// public Vector2 GetDisplayedRange()
|
||||
// {
|
||||
// int max = currentItemCount;
|
||||
// int min = max - _cachedCells.Count;
|
||||
// return new Vector2(min, max);
|
||||
// }
|
||||
|
||||
// public void Initialize(IListDataSource dataSource)
|
||||
// {
|
||||
// DataSource = dataSource;
|
||||
|
||||
// vertical = true;
|
||||
// horizontal = false;
|
||||
|
||||
// _prevAnchoredPos = base.content.anchoredPosition;
|
||||
// onValueChanged.RemoveListener(OnValueChangedListener);
|
||||
|
||||
// RuntimeProvider.Instance.StartCoroutine(InitCoroutine(() =>
|
||||
// {
|
||||
// onValueChanged.AddListener(OnValueChangedListener);
|
||||
// }));
|
||||
// }
|
||||
|
||||
// public void ReloadData()
|
||||
// {
|
||||
// ReloadData(DataSource);
|
||||
// }
|
||||
|
||||
// public void ReloadData(IListDataSource dataSource)
|
||||
// {
|
||||
// if (onValueChanged == null)
|
||||
// return;
|
||||
|
||||
// StopMovement();
|
||||
|
||||
// onValueChanged.RemoveListener(OnValueChangedListener);
|
||||
|
||||
// DataSource = dataSource;
|
||||
|
||||
// RuntimeProvider.Instance.StartCoroutine(InitCoroutine(() =>
|
||||
// onValueChanged.AddListener(OnValueChangedListener)
|
||||
// ));
|
||||
|
||||
// _prevAnchoredPos = base.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();
|
||||
|
||||
// // Close, but not quite accurate enough to be useful.
|
||||
// internallySetting = true;
|
||||
// SetSliderFromScrollValue();
|
||||
// internallySetting = false;
|
||||
// }
|
||||
|
||||
// internal void SetSliderFromScrollValue()
|
||||
// {
|
||||
// // calculate where slider handle should be based on displayed range.
|
||||
// var range = GetDisplayedRange();
|
||||
// int total = DataSource.ItemCount;
|
||||
// var spread = range.y - range.x;
|
||||
|
||||
// //var orig = _slider.value;
|
||||
|
||||
// if (spread >= total)
|
||||
// _slider.value = 0f;
|
||||
// else
|
||||
// // top-most displayed index divided by (totalCount - displayedRange)
|
||||
// _slider.value = (float)((decimal)range.x / (decimal)(total - spread));
|
||||
// }
|
||||
|
||||
// public void JumpToIndex(int index)
|
||||
// {
|
||||
// var realCount = DataSource.ItemCount;
|
||||
|
||||
// index = Math.Min(index, realCount - 1);
|
||||
|
||||
// var indexBuffer = (int)(_cachedCells.Count * (1 - (index / (decimal)(realCount - 1))));
|
||||
|
||||
// currentItemCount = index + indexBuffer;
|
||||
// currentItemCount = Math.Max(Math.Min(currentItemCount, realCount), _cachedCells.Count);
|
||||
// Refresh();
|
||||
|
||||
// var y = 0f;
|
||||
|
||||
// var displayRange = viewport.rect.height / _cellHeight;
|
||||
// var poolRange = content.rect.height / _cellHeight;
|
||||
// var poolExtra = poolRange - displayRange;
|
||||
|
||||
// if (index >= realCount - poolExtra)
|
||||
// y = _cellHeight * (index - realCount + poolExtra);
|
||||
|
||||
// content.anchoredPosition = new Vector2(content.anchoredPosition.x, y);
|
||||
// }
|
||||
|
||||
// public void PopulateCells()
|
||||
// {
|
||||
// var width = viewport.GetComponent<RectTransform>().rect.width;
|
||||
// content.sizeDelta = new Vector2(width, 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 < 0)
|
||||
// continue;
|
||||
// if (cellIndex >= _cachedCells.Count)
|
||||
// cellIndex = 0;
|
||||
// DataSource.SetCell(cell, itemIndex);
|
||||
// itemIndex++;
|
||||
|
||||
// var rect = _cellPool[cellIndex].GetComponent<RectTransform>();
|
||||
// rect.sizeDelta = new Vector2(width, rect.sizeDelta.y);
|
||||
|
||||
// iterated++;
|
||||
// }
|
||||
// }
|
||||
|
||||
// #region RECYCLING INIT
|
||||
|
||||
// private IEnumerator InitCoroutine(Action onInitialized)
|
||||
// {
|
||||
// yield return null;
|
||||
// SetTopAnchor(content);
|
||||
// content.anchoredPosition = Vector3.zero;
|
||||
|
||||
// yield return null;
|
||||
// SetRecyclingBounds();
|
||||
|
||||
// //Cell Poool
|
||||
// CreateCellPool();
|
||||
// currentItemCount = _cellPool.Count;
|
||||
// topMostCellIndex = 0;
|
||||
// bottomMostCellIndex = _cellPool.Count - 1;
|
||||
|
||||
// //Set content height according to no of rows
|
||||
// RefreshContentSize();
|
||||
|
||||
// SetTopAnchor(content);
|
||||
|
||||
// onInitialized?.Invoke();
|
||||
// }
|
||||
|
||||
// private void RefreshContentSize()
|
||||
// {
|
||||
// int noOfRows = _cachedCells.Where(it => it.Enabled).Count();
|
||||
// float contentYSize = noOfRows * _cellHeight;
|
||||
// content.sizeDelta = new Vector2(content.sizeDelta.x, contentYSize);
|
||||
// }
|
||||
|
||||
// private void SetRecyclingBounds()
|
||||
// {
|
||||
// viewport.GetWorldCorners(_corners);
|
||||
// float threshHold = _cellHeight / 2; //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) => 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);
|
||||
|
||||
// //Reset
|
||||
// _topMostCellColoumn = _bottomMostCellColoumn = 0;
|
||||
|
||||
// //Temps
|
||||
// float currentPoolCoverage = 0;
|
||||
// int poolSize = 0;
|
||||
// float posY = 0;
|
||||
|
||||
// //set new cell size according to its aspect ratio
|
||||
// _cellWidth = content.rect.width;
|
||||
// _cellHeight = PrototypeCell.rect.height;
|
||||
|
||||
// //Get the required pool coverage and mininum size for the Cell pool
|
||||
// float requiredCoverage = viewport.rect.height + (_cellHeight * 2);
|
||||
|
||||
// //create cells untill the Pool area is covered
|
||||
// while (currentPoolCoverage < requiredCoverage)
|
||||
// {
|
||||
// //Instantiate and add to Pool
|
||||
// RectTransform item = Instantiate(PrototypeCell.gameObject).GetComponent<RectTransform>();
|
||||
// item.name = $"Cell_{_cachedCells.Count + 1}";
|
||||
// item.sizeDelta = new Vector2(_cellWidth, _cellHeight);
|
||||
// _cellPool.Add(item);
|
||||
// item.SetParent(content, false);
|
||||
|
||||
// item.anchoredPosition = new Vector2(0, posY);
|
||||
// posY = item.anchoredPosition.y - item.rect.height;
|
||||
// currentPoolCoverage += item.rect.height;
|
||||
|
||||
// //Setting data for Cell
|
||||
// _cachedCells.Add(item.GetComponent<ICell>());
|
||||
// DataSource.SetCell(_cachedCells[_cachedCells.Count - 1], 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);
|
||||
// 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);
|
||||
// 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
|
||||
//}
|
||||
|
||||
}
|
||||
|
Loading…
x
Reference in New Issue
Block a user