mirror of
https://github.com/sinai-dev/UnityExplorer.git
synced 2025-01-06 01:23:31 +08:00
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:
parent
ff7c822d69
commit
b32675e3b1
@ -72,14 +72,17 @@ namespace UnityExplorer.UI.Panels
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public override void ConstructPanelContent()
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{
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//UIRoot.GetComponent<Mask>().enabled = false;
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// temp debug
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// temp test
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scrollPool = UIFactory.CreateScrollPool(content, "Test", out GameObject scrollObj,
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out GameObject scrollContent, new Color(0.15f, 0.15f, 0.15f));
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UIFactory.SetLayoutElement(scrollObj, flexibleHeight: 9999);
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UIFactory.SetLayoutElement(scrollContent, flexibleHeight: 9999);
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//// disable masks for debug
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//UIRoot.GetComponent<Mask>().enabled = false;
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//scrollPool.Viewport.GetComponent<Mask>().enabled = false;
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//scrollPool.Content.gameObject.AddComponent<Image>().color = new Color(1f, 0f, 1f, 0.3f);
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var test = new DynamicListTest(scrollPool, this);
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test.Init();
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@ -91,7 +94,7 @@ namespace UnityExplorer.UI.Panels
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GameObject.DontDestroyOnLoad(dummyContentHolder);
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ExplorerCore.Log("Creating dummy objects");
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for (int i = 0; i < 1000; i++)
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for (int i = 0; i < 100; i++)
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{
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dummyContents.Add(CreateDummyContent());
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}
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@ -56,10 +56,10 @@ namespace UnityExplorer.UI.Panels
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public void ExpensiveUpdate()
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{
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//Tree.Scroller.ExternallySetting = true;
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//Tree.Scroller.WritingLocked = true;
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SceneHandler.Update();
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//Tree.RefreshData(true);
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// Tree.Scroller.ExternallySetting = false;
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Tree.RefreshData(true);
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////Tree.Scroller.WritingLocked = false;
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}
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private void OnDropdownChanged(int value)
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@ -247,43 +247,35 @@ namespace UnityExplorer.UI.Panels
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{
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if (SceneHandler.WasAbleToGetScenesInBuild)
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{
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var loaderTitle = UIFactory.CreateLabel(content, "SceneLoaderLabel", "Scene Loader", TextAnchor.MiddleLeft, Color.white, true, 14);
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var sceneLoaderObj = UIFactory.CreateVerticalGroup(content, "SceneLoader", true, true, true, true);
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UIFactory.SetLayoutElement(sceneLoaderObj, minHeight: 25);
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//sceneLoaderObj.SetActive(false);
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var loaderTitle = UIFactory.CreateLabel(sceneLoaderObj, "SceneLoaderLabel", "Scene Loader", TextAnchor.MiddleLeft, Color.white, true, 14);
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UIFactory.SetLayoutElement(loaderTitle.gameObject, minHeight: 25, flexibleHeight: 0);
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var allSceneDropObj = UIFactory.CreateDropdown(content, out Dropdown allSceneDrop, "", 14, null);
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var allSceneDropObj = UIFactory.CreateDropdown(sceneLoaderObj, out Dropdown allSceneDrop, "", 14, null);
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UIFactory.SetLayoutElement(allSceneDropObj, minHeight: 25, minWidth: 150, flexibleWidth: 0, flexibleHeight: 0);
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allSceneDrop.options.Add(new Dropdown.OptionData("[Select a scene]"));
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foreach (var scene in SceneHandler.AllSceneNames)
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allSceneDrop.options.Add(new Dropdown.OptionData(Path.GetFileNameWithoutExtension(scene)));
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allSceneDrop.value = 1;
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allSceneDrop.value = 0;
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var buttonRow = UIFactory.CreateHorizontalGroup(content, "LoadButtons", true, true, true, true, 4);
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var buttonRow = UIFactory.CreateHorizontalGroup(sceneLoaderObj, "LoadButtons", true, true, true, true, 4);
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var loadButton = UIFactory.CreateButton(buttonRow, "LoadSceneButton", "Load (Single)", () =>
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{
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try
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{
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SceneManager.LoadScene(allSceneDrop.options[allSceneDrop.value].text);
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}
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catch (Exception ex)
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{
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ExplorerCore.LogWarning($"Unable to load the Scene! {ex.ReflectionExToString()}");
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}
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TryLoadScene(LoadSceneMode.Single, allSceneDrop);
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}, new Color(0.1f, 0.3f, 0.3f));
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UIFactory.SetLayoutElement(loadButton.gameObject, minHeight: 25, minWidth: 150);
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var loadAdditiveButton = UIFactory.CreateButton(buttonRow, "LoadSceneButton", "Load (Additive)", () =>
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{
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try
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{
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SceneManager.LoadScene(allSceneDrop.options[allSceneDrop.value].text, LoadSceneMode.Additive);
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}
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catch (Exception ex)
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{
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ExplorerCore.LogWarning($"Unable to load the Scene! {ex.ReflectionExToString()}");
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}
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TryLoadScene(LoadSceneMode.Additive, allSceneDrop);
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}, new Color(0.1f, 0.3f, 0.3f));
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UIFactory.SetLayoutElement(loadAdditiveButton.gameObject, minHeight: 25, minWidth: 150);
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}
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@ -294,5 +286,23 @@ namespace UnityExplorer.UI.Panels
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}
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}
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private void TryLoadScene(LoadSceneMode mode, Dropdown allSceneDrop)
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{
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var text = allSceneDrop.options[allSceneDrop.value].text;
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if (text == "[Select a scene]")
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return;
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try
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{
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SceneManager.LoadScene(text, mode);
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allSceneDrop.value = 0;
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}
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catch (Exception ex)
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{
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ExplorerCore.LogWarning($"Unable to load the Scene! {ex.ReflectionExToString()}");
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}
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}
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}
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}
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210
src/UI/Widgets/ScrollPool/DataHeightManager.cs
Normal file
210
src/UI/Widgets/ScrollPool/DataHeightManager.cs
Normal file
@ -0,0 +1,210 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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namespace UnityExplorer.UI.Widgets
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{
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public class DataViewInfo
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{
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public int dataIndex;
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public float height, startPosition;
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public int normalizedSpread;
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public static implicit operator float(DataViewInfo ch) => ch.height;
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}
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public class DataHeightManager
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{
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private ScrollPool ScrollPool { get; }
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public DataHeightManager(ScrollPool scrollPool)
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{
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ScrollPool = scrollPool;
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}
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private readonly List<DataViewInfo> heightCache = new List<DataViewInfo>();
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public int Count => heightCache.Count;
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public float TotalHeight => totalHeight;
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private float totalHeight;
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public float DefaultHeight => ScrollPool.PrototypeCell.rect.height;
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private int GetNormalizedHeight(float height) => (int)Math.Floor((decimal)height / (decimal)DefaultHeight);
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// for efficient lookup of "which data index is at this position"
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// list index: DefaultHeight * index from top of data
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// list value: the data index at this position
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private readonly List<int> rangeToDataIndexCache = new List<int>();
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public DataViewInfo this[int index]
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{
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get => heightCache[index];
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set => SetIndex(index, value);
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}
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public void Add(float value)
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{
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int spread = GetNormalizedHeight(value);
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heightCache.Add(new DataViewInfo()
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{
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height = value,
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startPosition = TotalHeight,
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normalizedSpread = spread,
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});
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int dataIdx = heightCache.Count - 1;
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AppendDataSpread(dataIdx, spread);
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totalHeight += value;
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}
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public void RemoveLast()
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{
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if (!heightCache.Any())
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return;
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var val = heightCache[heightCache.Count - 1];
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totalHeight -= val;
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heightCache.RemoveAt(heightCache.Count - 1);
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}
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public void Clear()
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{
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heightCache.Clear();
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totalHeight = 0f;
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}
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private void AppendDataSpread(int dataIdx, int spread)
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{
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while (spread > 0)
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{
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rangeToDataIndexCache.Add(dataIdx);
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spread--;
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}
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}
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public void SetIndex(int dataIndex, float value)
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{
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if (dataIndex >= ScrollPool.DataSource.ItemCount)
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return;
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if (dataIndex >= heightCache.Count)
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{
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while (dataIndex > heightCache.Count)
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Add(DefaultHeight);
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Add(value);
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return;
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}
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var curr = heightCache[dataIndex].height;
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//if (curr.Equals(value))
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// return;
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// ExplorerCore.LogWarning("Updating height for data index " + dataIndex + " to " + value);
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var cache = heightCache[dataIndex];
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var diff = value - curr;
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totalHeight += diff;
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if (diff != 0.0f)
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{
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//ExplorerCore.LogWarning("Height for data index " + dataIndex + " changed by " + diff);
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cache.height = value;
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}
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// update our start position using the previous cell (if it exists)
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if (dataIndex > 0)
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{
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var prev = heightCache[dataIndex - 1];
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cache.startPosition = prev.startPosition + prev.height;
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}
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int rangeIndex = GetNormalizedHeight(cache.startPosition);
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var spread = GetNormalizedHeight(value);
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// If we are setting an index outside of our cached range we need to naively fill the gap
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if (rangeToDataIndexCache.Count <= rangeIndex)
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{
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if (rangeToDataIndexCache.Any())
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{
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int lastDataIdx = rangeToDataIndexCache[rangeToDataIndexCache.Count - 1];
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while (rangeToDataIndexCache.Count <= rangeIndex)
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{
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rangeToDataIndexCache.Add(lastDataIdx);
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heightCache[lastDataIdx].normalizedSpread++;
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if (lastDataIdx < dataIndex - 1)
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lastDataIdx++;
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}
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}
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AppendDataSpread(dataIndex, spread);
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cache.normalizedSpread = spread;
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}
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else if (spread != cache.normalizedSpread)
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{
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// The cell's height has changed by +/- DefaultCellHeight since we last set the range spread cache for it.
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// Need to add or remove accordingly.
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int spreadDiff = spread - cache.normalizedSpread;
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cache.normalizedSpread = spread;
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//ExplorerCore.Log("Spread changed to " + spread);
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// TODO improve this.
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// this could be expensive with large lists as we need to iterate until we find our data index.
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// could possibly maintain the 'range start index' of each data index, as long as maintaining that is
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// not more expensive than this.
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int rangeStart = -1;
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for (int i = 0; i < rangeToDataIndexCache.Count; i++)
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{
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if (rangeToDataIndexCache[i] == dataIndex)
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{
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rangeStart = i;
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break;
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}
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}
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if (rangeStart == -1)
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throw new Exception($"Couldn't find range start index, rangeStart is -1.");
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if (spreadDiff > 0)
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{
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// ExplorerCore.Log("Inserting " + spreadDiff + " at " + rangeStart);
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// need to insert
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for (int i = 0; i < spreadDiff; i++)
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rangeToDataIndexCache.Insert(rangeStart, dataIndex);
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}
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else
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{
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// ExplorerCore.Log("Removing " + -spreadDiff + " at " + rangeStart);
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// need to remove
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for (int i = 0; i < -spreadDiff; i++)
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rangeToDataIndexCache.RemoveAt(rangeStart);
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}
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}
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}
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public int GetDataIndexAtPosition(float desiredHeight)
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=> GetDataIndexAtPosition(desiredHeight, out _);
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public int GetDataIndexAtPosition(float desiredHeight, out DataViewInfo cache)
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{
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cache = null;
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int rangeIndex = GetNormalizedHeight(desiredHeight);
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if (rangeToDataIndexCache.Count <= rangeIndex)
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return -1;
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int dataIndex = rangeToDataIndexCache[rangeIndex];
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cache = heightCache[dataIndex];
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return dataIndex;
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}
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}
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}
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@ -34,7 +34,7 @@ namespace UnityExplorer.UI.Widgets
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public static GameObject CreatePrototypeCell(GameObject parent)
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{
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var prototype = UIFactory.CreateVerticalGroup(parent, "PrototypeCell", true, true, true, true, 0, new Vector4(1,1,1,1),
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var prototype = UIFactory.CreateVerticalGroup(parent, "PrototypeCell", true, true, true, true, 0, new Vector4(1, 0, 0, 0),
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new Color(0.15f, 0.15f, 0.15f), TextAnchor.MiddleCenter);
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var rect = prototype.GetComponent<RectTransform>();
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rect.anchorMin = new Vector2(0, 1);
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@ -10,151 +10,15 @@ using UnityExplorer.UI.Models;
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namespace UnityExplorer.UI.Widgets
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{
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/// <summary>
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/// An object-pooled ScrollRect, attempts to support content of any size and provide a scrollbar for it.
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/// An object-pooled ScrollRect, attempts to support content of any size and provide a scrollbar for it.<br/>
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/// <br/>
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/// IMPORTANT CAVEATS:<br/>
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/// - A cell cannot be smaller than the Prototype cell's default height<br/>
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/// - (maybe?) A cell must start at the default height and only increase after being displayed for the first time<br/>
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/// </summary>
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public class ScrollPool : UIBehaviourModel
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{
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// Some helper classes to make managing the complex parts of this a bit easier.
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public class CachedHeight
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{
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public int dataIndex;
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public float height, startPosition;
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public static implicit operator float(CachedHeight ch) => ch.height;
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}
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public class DataHeightManager
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{
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private readonly List<CachedHeight> heightCache = new List<CachedHeight>();
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public int Count => heightCache.Count;
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public float TotalHeight => totalHeight;
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private float totalHeight;
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public float DefaultHeight => 25f;
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// for efficient lookup of "which index is at this range"
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// list index: DefaultHeight * index from top of data
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// list value: the data index at this position
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private readonly List<int> rangeToDataIndexCache = new List<int>();
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public CachedHeight this[int index]
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{
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get => heightCache[index];
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set => SetIndex(index, value);
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}
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private float currentEndPosition;
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public void Add(float value)
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{
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heightCache.Add(new CachedHeight()
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{
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height = 0f,
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startPosition = currentEndPosition
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});
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currentEndPosition += value;
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SetIndex(heightCache.Count - 1, value);
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}
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public void Clear()
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{
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heightCache.Clear();
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totalHeight = 0f;
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}
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public void SetIndex(int dataIndex, float value)
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{
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if (dataIndex >= heightCache.Count)
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{
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while (dataIndex > heightCache.Count)
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Add(DefaultHeight);
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Add(value);
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return;
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}
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var curr = heightCache[dataIndex];
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if (curr.Equals(value))
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return;
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var diff = value - curr;
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totalHeight += diff;
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var cache = heightCache[dataIndex];
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cache.height = value;
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if (dataIndex > 0)
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{
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var prev = heightCache[dataIndex - 1];
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cache.startPosition = prev.startPosition + prev.height;
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}
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if (heightCache.Count > dataIndex + 1)
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heightCache[dataIndex + 1].startPosition += diff;
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// Update the range cache
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// If we are setting an index outside of our cached range we need to naively fill the gap
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int rangeIndex = (int)Math.Floor((decimal)cache.startPosition / (decimal)DefaultHeight);
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if (rangeToDataIndexCache.Count <= rangeIndex)
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{
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if (!rangeToDataIndexCache.Any())
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rangeToDataIndexCache.Add(dataIndex);
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else
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{
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int lastCurrIndex = rangeToDataIndexCache[rangeToDataIndexCache.Count - 1];
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while (rangeToDataIndexCache.Count <= rangeIndex)
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{
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rangeToDataIndexCache.Add(lastCurrIndex);
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if (lastCurrIndex < dataIndex - 1)
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lastCurrIndex++;
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}
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}
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}
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// set the starting 'index' of the cell
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rangeToDataIndexCache[rangeIndex] = dataIndex;
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// if the cell spreads over multiple range indices, then set those too.
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int spread = (int)Math.Floor((decimal)value / (decimal)25f);
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if (spread > 1)
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{
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for (int i = rangeIndex + 1; i < rangeIndex + spread - 1; i++)
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{
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if (i > rangeToDataIndexCache.Count)
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rangeToDataIndexCache.Add(dataIndex);
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else
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rangeToDataIndexCache[i] = dataIndex;
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}
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}
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}
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public int GetDataIndexAtStartPosition(float desiredHeight)
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=> GetDataIndexAtStartPosition(desiredHeight, out _);
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public int GetDataIndexAtStartPosition(float desiredHeight, out CachedHeight cache)
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{
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cache = null;
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//desiredHeight = Math.Max(0, desiredHeight);
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//desiredHeight = Math.Min(TotalHeight, desiredHeight);
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int rangeIndex = (int)Math.Floor((decimal)desiredHeight / (decimal)DefaultHeight);
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if (rangeToDataIndexCache.Count <= rangeIndex)
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return -1;
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int dataIndex = rangeToDataIndexCache[rangeIndex];
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cache = heightCache[dataIndex];
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return dataIndex;
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}
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}
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// internal class used to track and manage cell views
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// used to track and manage cell views
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public class CachedCell
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{
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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>
|
||||
|
@ -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" />
|
||||
|
Loading…
x
Reference in New Issue
Block a user