Finally got dynamic scroll pool working perfectly

Just need to add cells to pool if viewport height is expanded, otherwise I'd say its done.
This commit is contained in:
Sinai 2021-04-21 18:44:43 +10:00
parent ff7c822d69
commit b32675e3b1
6 changed files with 355 additions and 321 deletions

View File

@ -72,14 +72,17 @@ namespace UnityExplorer.UI.Panels
public override void ConstructPanelContent()
{
//UIRoot.GetComponent<Mask>().enabled = false;
// temp debug
// temp test
scrollPool = UIFactory.CreateScrollPool(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);
//// disable masks for debug
//UIRoot.GetComponent<Mask>().enabled = false;
//scrollPool.Viewport.GetComponent<Mask>().enabled = false;
//scrollPool.Content.gameObject.AddComponent<Image>().color = new Color(1f, 0f, 1f, 0.3f);
var test = new DynamicListTest(scrollPool, this);
test.Init();
@ -91,7 +94,7 @@ namespace UnityExplorer.UI.Panels
GameObject.DontDestroyOnLoad(dummyContentHolder);
ExplorerCore.Log("Creating dummy objects");
for (int i = 0; i < 1000; i++)
for (int i = 0; i < 100; i++)
{
dummyContents.Add(CreateDummyContent());
}

View File

@ -56,10 +56,10 @@ namespace UnityExplorer.UI.Panels
public void ExpensiveUpdate()
{
//Tree.Scroller.ExternallySetting = true;
//Tree.Scroller.WritingLocked = true;
SceneHandler.Update();
//Tree.RefreshData(true);
// Tree.Scroller.ExternallySetting = false;
Tree.RefreshData(true);
////Tree.Scroller.WritingLocked = false;
}
private void OnDropdownChanged(int value)
@ -247,43 +247,35 @@ namespace UnityExplorer.UI.Panels
{
if (SceneHandler.WasAbleToGetScenesInBuild)
{
var loaderTitle = UIFactory.CreateLabel(content, "SceneLoaderLabel", "Scene Loader", TextAnchor.MiddleLeft, Color.white, true, 14);
var sceneLoaderObj = UIFactory.CreateVerticalGroup(content, "SceneLoader", true, true, true, true);
UIFactory.SetLayoutElement(sceneLoaderObj, minHeight: 25);
//sceneLoaderObj.SetActive(false);
var loaderTitle = UIFactory.CreateLabel(sceneLoaderObj, "SceneLoaderLabel", "Scene Loader", TextAnchor.MiddleLeft, Color.white, true, 14);
UIFactory.SetLayoutElement(loaderTitle.gameObject, minHeight: 25, flexibleHeight: 0);
var allSceneDropObj = UIFactory.CreateDropdown(content, out Dropdown allSceneDrop, "", 14, null);
var allSceneDropObj = UIFactory.CreateDropdown(sceneLoaderObj, out Dropdown allSceneDrop, "", 14, null);
UIFactory.SetLayoutElement(allSceneDropObj, minHeight: 25, minWidth: 150, flexibleWidth: 0, flexibleHeight: 0);
allSceneDrop.options.Add(new Dropdown.OptionData("[Select a scene]"));
foreach (var scene in SceneHandler.AllSceneNames)
allSceneDrop.options.Add(new Dropdown.OptionData(Path.GetFileNameWithoutExtension(scene)));
allSceneDrop.value = 1;
allSceneDrop.value = 0;
var buttonRow = UIFactory.CreateHorizontalGroup(content, "LoadButtons", true, true, true, true, 4);
var buttonRow = UIFactory.CreateHorizontalGroup(sceneLoaderObj, "LoadButtons", true, true, true, true, 4);
var loadButton = UIFactory.CreateButton(buttonRow, "LoadSceneButton", "Load (Single)", () =>
{
try
{
SceneManager.LoadScene(allSceneDrop.options[allSceneDrop.value].text);
}
catch (Exception ex)
{
ExplorerCore.LogWarning($"Unable to load the Scene! {ex.ReflectionExToString()}");
}
TryLoadScene(LoadSceneMode.Single, allSceneDrop);
}, new Color(0.1f, 0.3f, 0.3f));
UIFactory.SetLayoutElement(loadButton.gameObject, minHeight: 25, minWidth: 150);
var loadAdditiveButton = UIFactory.CreateButton(buttonRow, "LoadSceneButton", "Load (Additive)", () =>
{
try
{
SceneManager.LoadScene(allSceneDrop.options[allSceneDrop.value].text, LoadSceneMode.Additive);
}
catch (Exception ex)
{
ExplorerCore.LogWarning($"Unable to load the Scene! {ex.ReflectionExToString()}");
}
TryLoadScene(LoadSceneMode.Additive, allSceneDrop);
}, new Color(0.1f, 0.3f, 0.3f));
UIFactory.SetLayoutElement(loadAdditiveButton.gameObject, minHeight: 25, minWidth: 150);
}
@ -294,5 +286,23 @@ namespace UnityExplorer.UI.Panels
}
}
private void TryLoadScene(LoadSceneMode mode, Dropdown allSceneDrop)
{
var text = allSceneDrop.options[allSceneDrop.value].text;
if (text == "[Select a scene]")
return;
try
{
SceneManager.LoadScene(text, mode);
allSceneDrop.value = 0;
}
catch (Exception ex)
{
ExplorerCore.LogWarning($"Unable to load the Scene! {ex.ReflectionExToString()}");
}
}
}
}

View File

@ -0,0 +1,210 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace UnityExplorer.UI.Widgets
{
public class DataViewInfo
{
public int dataIndex;
public float height, startPosition;
public int normalizedSpread;
public static implicit operator float(DataViewInfo ch) => ch.height;
}
public class DataHeightManager
{
private ScrollPool ScrollPool { get; }
public DataHeightManager(ScrollPool scrollPool)
{
ScrollPool = scrollPool;
}
private readonly List<DataViewInfo> heightCache = new List<DataViewInfo>();
public int Count => heightCache.Count;
public float TotalHeight => totalHeight;
private float totalHeight;
public float DefaultHeight => ScrollPool.PrototypeCell.rect.height;
private int GetNormalizedHeight(float height) => (int)Math.Floor((decimal)height / (decimal)DefaultHeight);
// for efficient lookup of "which data index is at this position"
// list index: DefaultHeight * index from top of data
// list value: the data index at this position
private readonly List<int> rangeToDataIndexCache = new List<int>();
public DataViewInfo this[int index]
{
get => heightCache[index];
set => SetIndex(index, value);
}
public void Add(float value)
{
int spread = GetNormalizedHeight(value);
heightCache.Add(new DataViewInfo()
{
height = value,
startPosition = TotalHeight,
normalizedSpread = spread,
});
int dataIdx = heightCache.Count - 1;
AppendDataSpread(dataIdx, spread);
totalHeight += value;
}
public void RemoveLast()
{
if (!heightCache.Any())
return;
var val = heightCache[heightCache.Count - 1];
totalHeight -= val;
heightCache.RemoveAt(heightCache.Count - 1);
}
public void Clear()
{
heightCache.Clear();
totalHeight = 0f;
}
private void AppendDataSpread(int dataIdx, int spread)
{
while (spread > 0)
{
rangeToDataIndexCache.Add(dataIdx);
spread--;
}
}
public void SetIndex(int dataIndex, float value)
{
if (dataIndex >= ScrollPool.DataSource.ItemCount)
return;
if (dataIndex >= heightCache.Count)
{
while (dataIndex > heightCache.Count)
Add(DefaultHeight);
Add(value);
return;
}
var curr = heightCache[dataIndex].height;
//if (curr.Equals(value))
// return;
// ExplorerCore.LogWarning("Updating height for data index " + dataIndex + " to " + value);
var cache = heightCache[dataIndex];
var diff = value - curr;
totalHeight += diff;
if (diff != 0.0f)
{
//ExplorerCore.LogWarning("Height for data index " + dataIndex + " changed by " + diff);
cache.height = value;
}
// update our start position using the previous cell (if it exists)
if (dataIndex > 0)
{
var prev = heightCache[dataIndex - 1];
cache.startPosition = prev.startPosition + prev.height;
}
int rangeIndex = GetNormalizedHeight(cache.startPosition);
var spread = GetNormalizedHeight(value);
// If we are setting an index outside of our cached range we need to naively fill the gap
if (rangeToDataIndexCache.Count <= rangeIndex)
{
if (rangeToDataIndexCache.Any())
{
int lastDataIdx = rangeToDataIndexCache[rangeToDataIndexCache.Count - 1];
while (rangeToDataIndexCache.Count <= rangeIndex)
{
rangeToDataIndexCache.Add(lastDataIdx);
heightCache[lastDataIdx].normalizedSpread++;
if (lastDataIdx < dataIndex - 1)
lastDataIdx++;
}
}
AppendDataSpread(dataIndex, spread);
cache.normalizedSpread = spread;
}
else if (spread != cache.normalizedSpread)
{
// The cell's height has changed by +/- DefaultCellHeight since we last set the range spread cache for it.
// Need to add or remove accordingly.
int spreadDiff = spread - cache.normalizedSpread;
cache.normalizedSpread = spread;
//ExplorerCore.Log("Spread changed to " + spread);
// TODO improve this.
// this could be expensive with large lists as we need to iterate until we find our data index.
// could possibly maintain the 'range start index' of each data index, as long as maintaining that is
// not more expensive than this.
int rangeStart = -1;
for (int i = 0; i < rangeToDataIndexCache.Count; i++)
{
if (rangeToDataIndexCache[i] == dataIndex)
{
rangeStart = i;
break;
}
}
if (rangeStart == -1)
throw new Exception($"Couldn't find range start index, rangeStart is -1.");
if (spreadDiff > 0)
{
// ExplorerCore.Log("Inserting " + spreadDiff + " at " + rangeStart);
// need to insert
for (int i = 0; i < spreadDiff; i++)
rangeToDataIndexCache.Insert(rangeStart, dataIndex);
}
else
{
// ExplorerCore.Log("Removing " + -spreadDiff + " at " + rangeStart);
// need to remove
for (int i = 0; i < -spreadDiff; i++)
rangeToDataIndexCache.RemoveAt(rangeStart);
}
}
}
public int GetDataIndexAtPosition(float desiredHeight)
=> GetDataIndexAtPosition(desiredHeight, out _);
public int GetDataIndexAtPosition(float desiredHeight, out DataViewInfo cache)
{
cache = null;
int rangeIndex = GetNormalizedHeight(desiredHeight);
if (rangeToDataIndexCache.Count <= rangeIndex)
return -1;
int dataIndex = rangeToDataIndexCache[rangeIndex];
cache = heightCache[dataIndex];
return dataIndex;
}
}
}

View File

@ -34,7 +34,7 @@ namespace UnityExplorer.UI.Widgets
public static GameObject CreatePrototypeCell(GameObject parent)
{
var prototype = UIFactory.CreateVerticalGroup(parent, "PrototypeCell", true, true, true, true, 0, new Vector4(1,1,1,1),
var prototype = UIFactory.CreateVerticalGroup(parent, "PrototypeCell", true, true, true, true, 0, new Vector4(1, 0, 0, 0),
new Color(0.15f, 0.15f, 0.15f), TextAnchor.MiddleCenter);
var rect = prototype.GetComponent<RectTransform>();
rect.anchorMin = new Vector2(0, 1);

View File

@ -10,151 +10,15 @@ using UnityExplorer.UI.Models;
namespace UnityExplorer.UI.Widgets
{
/// <summary>
/// An object-pooled ScrollRect, attempts to support content of any size and provide a scrollbar for it.
/// An object-pooled ScrollRect, attempts to support content of any size and provide a scrollbar for it.<br/>
/// <br/>
/// IMPORTANT CAVEATS:<br/>
/// - A cell cannot be smaller than the Prototype cell's default height<br/>
/// - (maybe?) A cell must start at the default height and only increase after being displayed for the first time<br/>
/// </summary>
public class ScrollPool : UIBehaviourModel
{
// Some helper classes to make managing the complex parts of this a bit easier.
public class CachedHeight
{
public int dataIndex;
public float height, startPosition;
public static implicit operator float(CachedHeight ch) => ch.height;
}
public class DataHeightManager
{
private readonly List<CachedHeight> heightCache = new List<CachedHeight>();
public int Count => heightCache.Count;
public float TotalHeight => totalHeight;
private float totalHeight;
public float DefaultHeight => 25f;
// for efficient lookup of "which index is at this range"
// list index: DefaultHeight * index from top of data
// list value: the data index at this position
private readonly List<int> rangeToDataIndexCache = new List<int>();
public CachedHeight this[int index]
{
get => heightCache[index];
set => SetIndex(index, value);
}
private float currentEndPosition;
public void Add(float value)
{
heightCache.Add(new CachedHeight()
{
height = 0f,
startPosition = currentEndPosition
});
currentEndPosition += value;
SetIndex(heightCache.Count - 1, value);
}
public void Clear()
{
heightCache.Clear();
totalHeight = 0f;
}
public void SetIndex(int dataIndex, float value)
{
if (dataIndex >= heightCache.Count)
{
while (dataIndex > heightCache.Count)
Add(DefaultHeight);
Add(value);
return;
}
var curr = heightCache[dataIndex];
if (curr.Equals(value))
return;
var diff = value - curr;
totalHeight += diff;
var cache = heightCache[dataIndex];
cache.height = value;
if (dataIndex > 0)
{
var prev = heightCache[dataIndex - 1];
cache.startPosition = prev.startPosition + prev.height;
}
if (heightCache.Count > dataIndex + 1)
heightCache[dataIndex + 1].startPosition += diff;
// Update the range cache
// If we are setting an index outside of our cached range we need to naively fill the gap
int rangeIndex = (int)Math.Floor((decimal)cache.startPosition / (decimal)DefaultHeight);
if (rangeToDataIndexCache.Count <= rangeIndex)
{
if (!rangeToDataIndexCache.Any())
rangeToDataIndexCache.Add(dataIndex);
else
{
int lastCurrIndex = rangeToDataIndexCache[rangeToDataIndexCache.Count - 1];
while (rangeToDataIndexCache.Count <= rangeIndex)
{
rangeToDataIndexCache.Add(lastCurrIndex);
if (lastCurrIndex < dataIndex - 1)
lastCurrIndex++;
}
}
}
// set the starting 'index' of the cell
rangeToDataIndexCache[rangeIndex] = dataIndex;
// if the cell spreads over multiple range indices, then set those too.
int spread = (int)Math.Floor((decimal)value / (decimal)25f);
if (spread > 1)
{
for (int i = rangeIndex + 1; i < rangeIndex + spread - 1; i++)
{
if (i > rangeToDataIndexCache.Count)
rangeToDataIndexCache.Add(dataIndex);
else
rangeToDataIndexCache[i] = dataIndex;
}
}
}
public int GetDataIndexAtStartPosition(float desiredHeight)
=> GetDataIndexAtStartPosition(desiredHeight, out _);
public int GetDataIndexAtStartPosition(float desiredHeight, out CachedHeight cache)
{
cache = null;
//desiredHeight = Math.Max(0, desiredHeight);
//desiredHeight = Math.Min(TotalHeight, desiredHeight);
int rangeIndex = (int)Math.Floor((decimal)desiredHeight / (decimal)DefaultHeight);
if (rangeToDataIndexCache.Count <= rangeIndex)
return -1;
int dataIndex = rangeToDataIndexCache[rangeIndex];
cache = heightCache[dataIndex];
return dataIndex;
}
}
// internal class used to track and manage cell views
// used to track and manage cell views
public class CachedCell
{
public ScrollPool Pool { get; }
@ -174,7 +38,9 @@ namespace UnityExplorer.UI.Widgets
this.scrollRect = scrollRect;
}
public float ExtraPoolCoverageRatio = 1.3f;
public int ExtraPoolCells => 10;
public float ExtraPoolThreshold => PrototypeCell.rect.height * ExtraPoolCells;
public float HalfPoolThreshold => ExtraPoolThreshold * 0.5f;
public IPoolDataSource DataSource;
public RectTransform PrototypeCell;
@ -192,10 +58,8 @@ namespace UnityExplorer.UI.Widgets
// Cache / tracking
/// <summary>Extra clearance height relative to Viewport height, based on <see cref="ExtraPoolCoverageRatio"/>.</summary>
private Vector2 RecycleViewBounds;
private DataHeightManager HeightCache;
private Vector2 NormalizedScrollBounds;
/// <summary>
/// The first and last pooled indices relative to the DataSource's list
@ -205,19 +69,9 @@ namespace UnityExplorer.UI.Widgets
private readonly List<CachedCell> CellPool = new List<CachedCell>();
public float AdjustedTotalCellHeight => TotalCellHeight + (contentLayout.spacing * (CellPool.Count - 1));
internal float TotalCellHeight
{
get => m_totalCellHeight;
set
{
if (TotalCellHeight.Equals(value))
return;
m_totalCellHeight = value;
//SetContentHeight();
}
}
private float m_totalCellHeight;
private DataHeightManager HeightCache;
private float TotalDataHeight => HeightCache.TotalHeight + contentLayout.padding.top + contentLayout.padding.bottom;
/// <summary>
/// The first and last indices of our CellPool in the transform heirarchy
@ -227,7 +81,7 @@ namespace UnityExplorer.UI.Widgets
private int CurrentDataCount => bottomDataIndex + 1;
private Vector2 _prevAnchoredPos;
private Vector2 _prevViewportSize; // TODO track viewport height and rebuild on change
private Vector2 _prevViewportSize; // TODO track viewport height and add if height increased
#region Internal set tracking and update
@ -262,7 +116,7 @@ namespace UnityExplorer.UI.Widgets
public void Initialize(IPoolDataSource dataSource)
{
HeightCache = new DataHeightManager();
HeightCache = new DataHeightManager(this);
DataSource = dataSource;
this.contentLayout = scrollRect.content.GetComponent<VerticalLayoutGroup>();
@ -287,19 +141,19 @@ namespace UnityExplorer.UI.Widgets
SetRecycleViewBounds();
ExplorerCore.Log("Creating cell pool");
float start = Time.realtimeSinceStartup;
CreateCellPool();
SetSliderPositionAndSize();
ExplorerCore.Log("Done");
NormalizedScrollBounds = new Vector2(Viewport.rect.height * 0.5f, TotalDataHeight - (Viewport.rect.height * 0.5f));
UpdateSliderHandle();
scrollRect.onValueChanged.AddListener(OnValueChangedListener);
}
private void SetRecycleViewBounds()
{
var extra = (Viewport.rect.height * ExtraPoolCoverageRatio) - Viewport.rect.height;
var extra = ExtraPoolThreshold;
extra *= 0.5f;
RecycleViewBounds = new Vector2(Viewport.MinY() + extra, Viewport.MaxY() - extra);
}
@ -334,11 +188,13 @@ namespace UnityExplorer.UI.Widgets
{
if (!CellPool.Any()) return;
// ExplorerCore.Log("RefreshCells | " + Time.time);
SetRecycleViewBounds();
LayoutRebuilder.ForceRebuildLayoutImmediate(Content);
// jump to bottom if the data count went below our bottom data index
bool jumpToBottom = false;
if (andReloadFromDataSource)
{
int count = DataSource.ItemCount;
@ -347,8 +203,14 @@ namespace UnityExplorer.UI.Widgets
bottomDataIndex = Math.Max(count - 1, CellPool.Count - 1);
jumpToBottom = true;
}
else if (HeightCache.Count < count)
HeightCache.SetIndex(count - 1, PrototypeCell?.rect.height ?? 25f);
if (HeightCache.Count < count)
HeightCache.SetIndex(count - 1, PrototypeCell.rect.height);
else if (HeightCache.Count > count)
{
while (HeightCache.Count > count)
HeightCache.RemoveLast();
}
}
// update date height cache, and set cells if 'andReload'
@ -364,9 +226,6 @@ namespace UnityExplorer.UI.Widgets
HeightCache.SetIndex(curr.dataIndex, cell.Rect.rect.height);
}
LayoutRebuilder.ForceRebuildLayoutImmediate(Content);
SetRecycleViewBounds();
// force check recycles
if (andReloadFromDataSource)
{
@ -375,13 +234,18 @@ namespace UnityExplorer.UI.Widgets
}
if (setSlider)
SetSliderPositionAndSize();
UpdateSliderHandle();
if (jumpToBottom)
{
var diff = Viewport.MaxY() - CellPool[bottomPoolIndex].Rect.MaxY();
Content.anchoredPosition += Vector2.up * diff;
}
LayoutRebuilder.ForceRebuildLayoutImmediate(Content);
SetRecycleViewBounds();
NormalizedScrollBounds = new Vector2(Viewport.rect.height * 0.5f, TotalDataHeight - (Viewport.rect.height * 0.5f));
scrollRect.UpdatePrevData();
}
private void SetCell(CachedCell cachedCell, int dataIndex)
@ -389,6 +253,7 @@ namespace UnityExplorer.UI.Widgets
cachedCell.Cell.Enable();
DataSource.SetCell(cachedCell.Cell, dataIndex);
// DO NEED THIS! Potentially slightly expensive, but everything breaks if we dont do this.
LayoutRebuilder.ForceRebuildLayoutImmediate(cachedCell.Rect);
HeightCache.SetIndex(dataIndex, cachedCell.Cell.Enabled ? cachedCell.Rect.rect.height : 0f);
@ -408,34 +273,35 @@ namespace UnityExplorer.UI.Widgets
if (!PrototypeCell)
throw new Exception("No prototype cell set, cannot initialize");
//Set the prototype cell active and set cell anchor as top
PrototypeCell.gameObject.SetActive(true);
//Set the prototype cell active and set cell anchor as top
//PrototypeCell.gameObject.SetActive(true);
float currentPoolCoverage = 0f;
float requiredCoverage = scrollRect.viewport.rect.height * ExtraPoolCoverageRatio;
float requiredCoverage = scrollRect.viewport.rect.height + ExtraPoolThreshold;// * ExtraPoolCoverageRatio;
topPoolCellIndex = 0;
bottomPoolIndex = -1;
// create cells until the Pool area is covered.
// use minimum default height so that maximum pool count is reached.
while (currentPoolCoverage < requiredCoverage)
while (currentPoolCoverage <= requiredCoverage)
{
bottomPoolIndex++;
//Instantiate and add to Pool
RectTransform rect = GameObject.Instantiate(PrototypeCell.gameObject).GetComponent<RectTransform>();
rect.gameObject.SetActive(true);
rect.name = $"Cell_{CellPool.Count + 1}";
var cell = DataSource.CreateCell(rect);
CellPool.Add(new CachedCell(this, rect, cell));
rect.SetParent(scrollRect.content, false);
cell.Disable();
//cell.Disable();
currentPoolCoverage += rect.rect.height + this.contentLayout.spacing;
currentPoolCoverage += rect.rect.height;
}
bottomDataIndex = bottomPoolIndex;
bottomDataIndex = CellPool.Count - 1;
// after creating pool, set displayed cells.
for (int i = 0; i < CellPool.Count; i++)
@ -458,6 +324,8 @@ namespace UnityExplorer.UI.Widgets
if (WritingLocked)
return;
//ExplorerCore.Log("ScrollRect.OnValueChanged | " + Time.time + ", val: " + val.y.ToString("F5"));
SetRecycleViewBounds();
RefreshCells();
@ -483,14 +351,16 @@ namespace UnityExplorer.UI.Widgets
LayoutRebuilder.ForceRebuildLayoutImmediate(Content);
_prevAnchoredPos = scrollRect.content.anchoredPosition;
SetSliderPositionAndSize();
NormalizedScrollBounds = new Vector2(Viewport.rect.height * 0.5f, TotalDataHeight - (Viewport.rect.height * 0.5f));
UpdateSliderHandle();
}
private bool ShouldRecycleTop => GetCellExtent(CellPool[topPoolCellIndex]) >= RecycleViewBounds.x
&& CellPool[bottomPoolIndex].Rect.position.y > RecycleViewBounds.y;
&& CellPool[bottomPoolIndex].Rect.position.y < Viewport.MaxY();
private bool ShouldRecycleBottom => GetCellExtent(CellPool[bottomPoolIndex]) < RecycleViewBounds.y
&& CellPool[topPoolCellIndex].Rect.position.y < RecycleViewBounds.x;
private bool ShouldRecycleBottom => CellPool[bottomPoolIndex].Rect.position.y < RecycleViewBounds.y
&& GetCellExtent(CellPool[topPoolCellIndex]) < Viewport.MinY();
private float GetCellExtent(CachedCell cell) => cell.Rect.MaxY() - contentLayout.spacing;
@ -568,9 +438,9 @@ namespace UnityExplorer.UI.Widgets
// Slider
private void SetSliderPositionAndSize()
private void UpdateSliderHandle(bool forcePositionValue = true)
{
var dataHeight = HeightCache.TotalHeight;
var dataHeight = TotalDataHeight;
// calculate handle size based on viewport / total data height
var viewportHeight = Viewport.rect.height;
@ -588,133 +458,73 @@ namespace UnityExplorer.UI.Widgets
// if slider is 100% height then make it not interactable
slider.interactable = !Mathf.Approximately(handleHeight, viewportHeight);
GetDisplayedCellLimits(out CellInfo? topVisibleCell, out _);
if (topVisibleCell != null)
if (forcePositionValue)
{
var topCell = CellPool[topVisibleCell.Value.cellIndex];
float val = 0f;
if (TotalDataHeight > 0f)
{
var topPos = HeightCache[TopDataIndex].startPosition;
var scrollPos = topPos + Content.anchoredPosition.y;
// get the starting height of the top displayed cell
float startHeight = contentLayout.padding.top;
int dataIndex = topVisibleCell.Value.dataIndex;
for (int i = 0; i < dataIndex; i++)
startHeight += HeightCache[i];
startHeight += topCell.Rect.MinY() - Viewport.MinY(); // add the amount above the viewport min it is
val = (float)((decimal)scrollPos / (decimal)(TotalDataHeight - Viewport.rect.height));
}
// set the value of the slider
WritingLocked = true;
slider.value = (float)((decimal)startHeight / (decimal)(HeightCache.TotalHeight - Viewport.rect.height));
}
else
{
slider.value = 0f;
slider.value = val;
WritingLocked = false;
}
}
private void GetDisplayedCellLimits(out CellInfo? top, out CellInfo? bottom)
{
// get the index of the top displayed cell
top = null;
bottom = null;
var enumerator = GetPoolEnumerator();
while (enumerator.MoveNext())
{
var curr = enumerator.Current;
var cell = CellPool[curr.cellIndex];
// if cell bottom is below viewport top
if (cell.Rect.MaxY() < Viewport.MinY())
{
// and if this is the top-most displayed cell
if (top == null || CellPool[top.Value.cellIndex].Rect.position.y < cell.Rect.position.y)
top = curr;
}
// if cell top is above viewport bottom
if (cell.Rect.MinY() > Viewport.MaxY())
{
// and if this is the bottom-most displayed cell
if (bottom == null || CellPool[bottom.Value.cellIndex].Rect.position.y > cell.Rect.position.y)
bottom = curr;
}
}
return;
}
// Mostly works, just little bit jumpy and jittery, needs some refining.
private void OnSliderValueChanged(float val)
{
if (this.WritingLocked)
return;
this.WritingLocked = true;
var desiredPosition = val * HeightCache.TotalHeight;
// normalize the scroll position for the scroll bounds.
// this translates the value into saying "point at the center of the height of the viewport"
var scrollHeight = NormalizedScrollBounds.y - NormalizedScrollBounds.x;
var desiredPosition = val * scrollHeight + NormalizedScrollBounds.x;
// add the top and bottom extra area for recycle bounds
var recycleExtra = Viewport.rect.height * ExtraPoolCoverageRatio - Viewport.rect.height;
var realMin = Math.Max(0f, desiredPosition - recycleExtra);
realMin = Math.Min(realMin, HeightCache.TotalHeight - Viewport.rect.height);
// add offset above it for viewport height
var halfheight = Viewport.rect.height * 0.5f;
var desiredMinY = desiredPosition - halfheight;
var realBottomIndex = HeightCache.GetDataIndexAtStartPosition(realMin);
if (realBottomIndex == -1)
realBottomIndex = DataSource.ItemCount - 1;
// calculate which data index should be at bottom of pool
bottomDataIndex = realBottomIndex + CellPool.Count - 1;
bottomDataIndex = Math.Min(bottomDataIndex, DataSource.ItemCount - 1);
// get the data index at the top of the viewport
int topViewportIndex = HeightCache.GetDataIndexAtPosition(desiredMinY);
topViewportIndex = Math.Max(0, topViewportIndex);
ExplorerCore.Log("set bottom data index to " + bottomDataIndex);
// get the real top pooled data index to display our content
int poolStartIndex = Math.Max(0, topViewportIndex - (int)(ExtraPoolCells * 0.5f));
poolStartIndex = Math.Min(DataSource.ItemCount - CellPool.Count, poolStartIndex);
// for content at the very top, just use the desired position as the anchor pos.
if (desiredMinY < ExtraPoolThreshold * 0.5f)
{
Content.anchoredPosition = new Vector2(0, desiredMinY);
}
else // else calculate anchor pos
{
var topStartPos = HeightCache[poolStartIndex].startPosition;
// how far the actual top cell is from our desired center
var diff = desiredMinY - topStartPos;
Content.anchoredPosition = new Vector2(0, diff);
}
scrollRect.UpdatePrevData();
LayoutRebuilder.ForceRebuildLayoutImmediate(Content);
//var pos = Content.anchoredPosition.y;
bottomDataIndex = poolStartIndex + CellPool.Count - 1;
RefreshCells(true, false);
var realDesiredIndex = HeightCache.GetDataIndexAtStartPosition(desiredPosition);
scrollRect.UpdatePrevData();
LayoutRebuilder.ForceRebuildLayoutImmediate(Content);
GetDisplayedCellLimits(out CellInfo? top, out CellInfo? bottom);
// TODO this is not quite right, I think this is causing the jittery jumpiness
// calculate how much we need to move up. use height cache for indices above top displayed, move that much.
float move = 0f;
if (realDesiredIndex < top.Value.dataIndex)
{
ExplorerCore.Log("desired cell is above viewport");
var enumerator = GetPoolEnumerator();
while (enumerator.MoveNext())
{
var curr = enumerator.Current;
if (curr.dataIndex == realDesiredIndex)
{
var cell = CellPool[curr.cellIndex];
move = Viewport.MinY() - cell.Rect.MinY();
ExplorerCore.Log("desired index is " + move + " above the viewport min");
break;
}
}
}
else if (realDesiredIndex > bottom.Value.dataIndex)
{
ExplorerCore.Log("desired cell is below viewport");
var enumerator = GetPoolEnumerator();
while (enumerator.MoveNext())
{
var curr = enumerator.Current;
if (curr.dataIndex == realDesiredIndex)
{
var cell = CellPool[curr.cellIndex];
move = Viewport.MaxY() - cell.Rect.MaxY();
ExplorerCore.Log("desired index is " + move + " below the viewport min");
break;
}
}
}
// TODO move should account for desired actual position, otherwise we just snap to cells.
if (move != 0.0f)
{
ExplorerCore.Log("Content should move " + move);
Content.anchoredPosition += Vector2.up * move;
scrollRect.m_PrevPosition += Vector2.up * move;
}
SetSliderPositionAndSize();
UpdateSliderHandle(true);
}
/// <summary>Use <see cref="UIFactory.CreateScrollPool"/></summary>

View File

@ -272,6 +272,7 @@
<Compile Include="UI\Utility\PanelDragger.cs" />
<Compile Include="UI\Utility\SignatureHighlighter.cs" />
<Compile Include="UI\Utility\ToStringUtility.cs" />
<Compile Include="UI\Widgets\ScrollPool\DataHeightManager.cs" />
<Compile Include="UI\Widgets\ScrollPool\DynamicCell.cs" />
<Compile Include="UI\Widgets\ScrollPool\ICell.cs" />
<Compile Include="UI\Widgets\ScrollPool\IPoolDataSource.cs" />