More progress on the dynamic scroll pool, almost done

This commit is contained in:
Sinai 2021-04-20 21:09:07 +10:00
parent a619df8e01
commit ff7c822d69
5 changed files with 297 additions and 118 deletions

View File

@ -90,10 +90,12 @@ namespace UnityExplorer.UI.Panels
dummyContentHolder.SetActive(false);
GameObject.DontDestroyOnLoad(dummyContentHolder);
for (int i = 0; i < 100; i++)
ExplorerCore.Log("Creating dummy objects");
for (int i = 0; i < 1000; i++)
{
dummyContents.Add(CreateDummyContent());
}
ExplorerCore.Log("Done");
previousRectHeight = mainPanelRect.rect.height;
}
@ -104,17 +106,20 @@ namespace UnityExplorer.UI.Panels
private GameObject CreateDummyContent()
{
var obj = UIFactory.CreateVerticalGroup(dummyContentHolder, "Content", true, true, true, true, 2, new Vector4(2, 2, 2, 2));
//UIFactory.SetLayoutElement(obj, minHeight: 25, flexibleHeight: 9999);
obj.AddComponent<ContentSizeFitter>().verticalFit = ContentSizeFitter.FitMode.PreferredSize;
var label = UIFactory.CreateLabel(obj, "label", "Dummy " + dummyContents.Count, TextAnchor.MiddleCenter);
UIFactory.SetLayoutElement(label.gameObject, minHeight: 25, flexibleHeight: 0);
var horiGroup = UIFactory.CreateHorizontalGroup(obj, "topGroup", true, true, true, true);
UIFactory.SetLayoutElement(horiGroup, minHeight: 25, flexibleHeight: 0);
//var input = UIFactory.CreateSrollInputField(obj, "input2", "...", out InputFieldScroller inputScroller);
//UIFactory.SetLayoutElement(input, minHeight: 50, flexibleHeight: 9999);
//input.AddComponent<ContentSizeFitter>().verticalFit = ContentSizeFitter.FitMode.PreferredSize;
var mainLabel = UIFactory.CreateLabel(horiGroup, "label", "Dummy " + dummyContents.Count, TextAnchor.MiddleCenter);
UIFactory.SetLayoutElement(mainLabel.gameObject, minHeight: 25, flexibleHeight: 0);
var inputObj = UIFactory.CreateInputField(obj, "input", "...", out var inputField);
var expandButton = UIFactory.CreateButton(horiGroup, "Expand", "V");
UIFactory.SetLayoutElement(expandButton.gameObject, minWidth: 25, flexibleWidth: 0);
var subContent = UIFactory.CreateVerticalGroup(obj, "SubContent", true, true, true, true);
var inputObj = UIFactory.CreateInputField(subContent, "input", "...", out var inputField);
UIFactory.SetLayoutElement(inputObj, minHeight: 25, flexibleHeight: 9999);
inputObj.AddComponent<ContentSizeFitter>().verticalFit = ContentSizeFitter.FitMode.PreferredSize;
inputField.lineType = InputField.LineType.MultiLineNewline;
@ -124,6 +129,25 @@ namespace UnityExplorer.UI.Panels
for (int i = 0; i < numLines; i++)
inputField.text += "\r\n";
subContent.SetActive(false);
var btnLabel = expandButton.GetComponentInChildren<Text>();
expandButton.onClick.AddListener(OnExpand);
void OnExpand()
{
bool active = !subContent.activeSelf;
if (active)
{
subContent.SetActive(true);
btnLabel.text = "^";
}
else
{
subContent.SetActive(false);
btnLabel.text = "V";
}
}
return obj;
}
}

View File

@ -788,11 +788,7 @@ namespace UnityExplorer.UI
// finalize and create ScrollPool
uiRoot = mainObj;
var scrollPool = new ScrollPool(scrollRect)
{
AutoResizeHandleRect = autoResizeSliderHandle
};
var scrollPool = new ScrollPool(scrollRect);
//viewportObj.GetComponent<Mask>().enabled = false;

View File

@ -40,7 +40,7 @@ namespace UnityExplorer.UI.Widgets
rect.anchorMin = new Vector2(0, 1);
rect.anchorMax = new Vector2(0, 1);
rect.pivot = new Vector2(0.5f, 1);
rect.sizeDelta = new Vector2(25, 25);
rect.sizeDelta = new Vector2(100, 30);
//UIFactory.SetLayoutElement(prototype, minWidth: 100, flexibleWidth: 9999, minHeight: 25, flexibleHeight: 9999);
prototype.AddComponent<ContentSizeFitter>().verticalFit = ContentSizeFitter.FitMode.PreferredSize;

View File

@ -10,30 +10,54 @@ using UnityExplorer.UI.Models;
namespace UnityExplorer.UI.Widgets
{
/// <summary>
/// A ScrollRect for a list of content with cells that vary in height, using VerticalLayoutGroup and LayoutElement.
/// An object-pooled ScrollRect, attempts to support content of any size and provide a scrollbar for it.
/// </summary>
public class ScrollPool : UIBehaviourModel
{
// a fancy list to track our total data height
public class HeightCache
// Some helper classes to make managing the complex parts of this a bit easier.
public class CachedHeight
{
private readonly List<float> heightCache = new List<float>();
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;
private static readonly float defaultCellHeight = 25f;
public float DefaultHeight => 25f;
public float this[int index]
// 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 => OnSetIndex(index, value);
set => SetIndex(index, value);
}
private float currentEndPosition;
public void Add(float value)
{
heightCache.Add(0f);
OnSetIndex(heightCache.Count - 1, value);
heightCache.Add(new CachedHeight()
{
height = 0f,
startPosition = currentEndPosition
});
currentEndPosition += value;
SetIndex(heightCache.Count - 1, value);
}
public void Clear()
@ -42,46 +66,100 @@ namespace UnityExplorer.UI.Widgets
totalHeight = 0f;
}
private void OnSetIndex(int index, float value)
public void SetIndex(int dataIndex, float value)
{
if (index >= heightCache.Count)
if (dataIndex >= heightCache.Count)
{
while (index > heightCache.Count)
Add(defaultCellHeight);
while (dataIndex > heightCache.Count)
Add(DefaultHeight);
Add(value);
return;
}
var curr = heightCache[index];
var curr = heightCache[dataIndex];
if (curr.Equals(value))
return;
var diff = value - curr;
totalHeight += diff;
heightCache[index] = value;
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
public class CachedCell
{
public ScrollPool Pool { get; } // reference to this scrollpool
public RectTransform Rect { get; } // the Rect (actual UI object)
public ICell Cell { get; } // the ICell (to interface with DataSource)
// used to automatically manage the Pool's TotalCellHeight
public float Height
{
get => m_height;
set
{
if (value.Equals(m_height))
return;
var diff = value - m_height;
Pool.TotalCellHeight += diff;
m_height = value;
}
}
private float m_height;
public ScrollPool Pool { get; }
public RectTransform Rect { get; }
public ICell Cell { get; }
public CachedCell(ScrollPool pool, RectTransform rect, ICell cell)
{
@ -96,12 +174,10 @@ namespace UnityExplorer.UI.Widgets
this.scrollRect = scrollRect;
}
public bool AutoResizeHandleRect { get; set; }
public float ExtraPoolCoverageRatio = 1.3f;
public IPoolDataSource DataSource;
public RectTransform PrototypeCell;
private float DefaultCellHeight => PrototypeCell?.rect.height ?? 25f;
// UI
@ -119,7 +195,7 @@ namespace UnityExplorer.UI.Widgets
/// <summary>Extra clearance height relative to Viewport height, based on <see cref="ExtraPoolCoverageRatio"/>.</summary>
private Vector2 RecycleViewBounds;
private readonly HeightCache DataHeightCache = new HeightCache();
private DataHeightManager HeightCache;
/// <summary>
/// The first and last pooled indices relative to the DataSource's list
@ -186,6 +262,7 @@ namespace UnityExplorer.UI.Widgets
public void Initialize(IPoolDataSource dataSource)
{
HeightCache = new DataHeightManager();
DataSource = dataSource;
this.contentLayout = scrollRect.content.GetComponent<VerticalLayoutGroup>();
@ -210,29 +287,16 @@ namespace UnityExplorer.UI.Widgets
SetRecycleViewBounds();
BuildInitialHeightCache();
ExplorerCore.Log("Creating cell pool");
float start = Time.realtimeSinceStartup;
CreateCellPool();
//SetContentHeight();
UpdateSliderPositionAndSize();
SetSliderPositionAndSize();
ExplorerCore.Log("Done");
scrollRect.onValueChanged.AddListener(OnValueChangedListener);
}
private void BuildInitialHeightCache()
{
DataHeightCache.Clear();
float defaultHeight = DefaultCellHeight;
for (int i = 0; i < DataSource.ItemCount; i++)
{
if (i < CellPool.Count)
DataHeightCache.Add(CellPool[i].Height);
else
DataHeightCache.Add(defaultHeight);
}
}
private void SetRecycleViewBounds()
{
var extra = (Viewport.rect.height * ExtraPoolCoverageRatio) - Viewport.rect.height;
@ -266,12 +330,14 @@ namespace UnityExplorer.UI.Widgets
}
}
public void RefreshCells(bool andReloadFromDataSource = false)
public void RefreshCells(bool andReloadFromDataSource = false, bool setSlider = true)
{
if (!CellPool.Any()) return;
SetRecycleViewBounds();
LayoutRebuilder.ForceRebuildLayoutImmediate(Content);
bool jumpToBottom = false;
if (andReloadFromDataSource)
{
@ -281,8 +347,11 @@ 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);
}
// update date height cache, and set cells if 'andReload'
var enumerator = GetPoolEnumerator();
while (enumerator.MoveNext())
{
@ -292,21 +361,21 @@ namespace UnityExplorer.UI.Widgets
if (andReloadFromDataSource)
SetCell(cell, curr.dataIndex);
else
{
cell.Height = cell.Rect.rect.height;
DataHeightCache[curr.dataIndex] = cell.Height;
}
HeightCache.SetIndex(curr.dataIndex, cell.Rect.rect.height);
}
LayoutRebuilder.ForceRebuildLayoutImmediate(Content);
SetRecycleViewBounds();
// force check recycles
if (andReloadFromDataSource)
{
RecycleBottomToTop();
RecycleTopToBottom();
}
UpdateSliderPositionAndSize();
if (setSlider)
SetSliderPositionAndSize();
if (jumpToBottom)
{
@ -320,10 +389,9 @@ namespace UnityExplorer.UI.Widgets
cachedCell.Cell.Enable();
DataSource.SetCell(cachedCell.Cell, dataIndex);
LayoutRebuilder.ForceRebuildLayoutImmediate(Content);
LayoutRebuilder.ForceRebuildLayoutImmediate(cachedCell.Rect);
cachedCell.Height = cachedCell.Cell.Enabled ? cachedCell.Rect.rect.height : 0f;
DataHeightCache[dataIndex] = cachedCell.Height;
HeightCache.SetIndex(dataIndex, cachedCell.Cell.Enabled ? cachedCell.Rect.rect.height : 0f);
}
// Cell pool
@ -376,6 +444,8 @@ namespace UnityExplorer.UI.Widgets
SetCell(cell, i);
}
LayoutRebuilder.ForceRebuildLayoutImmediate(Content);
//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);
@ -413,7 +483,7 @@ namespace UnityExplorer.UI.Widgets
LayoutRebuilder.ForceRebuildLayoutImmediate(Content);
_prevAnchoredPos = scrollRect.content.anchoredPosition;
UpdateSliderPositionAndSize();
SetSliderPositionAndSize();
}
private bool ShouldRecycleTop => GetCellExtent(CellPool[topPoolCellIndex]) >= RecycleViewBounds.x
@ -498,64 +568,154 @@ namespace UnityExplorer.UI.Widgets
// Slider
private void UpdateSliderPositionAndSize()
private void SetSliderPositionAndSize()
{
int total = DataSource.ItemCount;
total = Math.Max(total, 1);
var dataHeight = HeightCache.TotalHeight;
// NAIVE TEMP DEBUG - all cells will NOT be the same height!
// calculate handle size based on viewport / total data height
var viewportHeight = Viewport.rect.height;
var handleHeight = viewportHeight * Math.Min(1, viewportHeight / dataHeight);
handleHeight = Math.Max(15f, handleHeight);
var spread = CellPool.Count(it => it.Cell.Enabled);
// resize the handle container area for the size of the handle (bigger handle = smaller container)
var container = slider.m_HandleContainerRect;
container.offsetMax = new Vector2(container.offsetMax.x, -(handleHeight * 0.5f));
container.offsetMin = new Vector2(container.offsetMin.x, handleHeight * 0.5f);
// TODO temp debug
bool forceValue = true;
if (forceValue)
// set handle size
slider.handleRect.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, handleHeight);
// 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 (spread >= total)
slider.value = 0f;
else
slider.value = (float)((decimal)TopDataIndex / Math.Max(1, total - CellPool.Count));
var topCell = CellPool[topVisibleCell.Value.cellIndex];
// 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
// set the value of the slider
WritingLocked = true;
slider.value = (float)((decimal)startHeight / (decimal)(HeightCache.TotalHeight - Viewport.rect.height));
}
if (AutoResizeHandleRect)
else
{
var viewportHeight = scrollRect.viewport.rect.height;
var handleRatio = (decimal)spread / total;
var handleHeight = viewportHeight * (float)Math.Min(1, handleRatio);
handleHeight = Math.Max(handleHeight, 15f);
// need to resize the handle container area for the size of the handle (bigger handle = smaller container)
var container = slider.m_HandleContainerRect;
container.offsetMax = new Vector2(container.offsetMax.x, -(handleHeight * 0.5f));
container.offsetMin = new Vector2(container.offsetMin.x, handleHeight * 0.5f);
var handle = slider.handleRect;
handle.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, handleHeight);
// if slider is 100% height then make it not interactable.
slider.interactable = !Mathf.Approximately(handleHeight, viewportHeight);
slider.value = 0f;
}
}
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;
// TODO this cant work until we have a cache of all data heights.
// will need to maintain that as we go and assume default height for indeterminate cells.
}
var desiredPosition = val * HeightCache.TotalHeight;
private void JumpToIndex(int dataIndex)
{
// TODO this cant work until we have a cache of all data heights.
// will need to maintain that as we go and assume default height for indeterminate cells.
}
// 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);
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);
ExplorerCore.Log("set bottom data index to " + bottomDataIndex);
RefreshCells(true, false);
var realDesiredIndex = HeightCache.GetDataIndexAtStartPosition(desiredPosition);
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();
}
/// <summary>Use <see cref="UIFactory.CreateScrollPool"/></summary>
public override void ConstructUI(GameObject parent) => throw new NotImplementedException();

View File

@ -275,7 +275,6 @@
<Compile Include="UI\Widgets\ScrollPool\DynamicCell.cs" />
<Compile Include="UI\Widgets\ScrollPool\ICell.cs" />
<Compile Include="UI\Widgets\ScrollPool\IPoolDataSource.cs" />
<Compile Include="UI\Widgets\ScrollPool\ScrollPool_bak.cs" />
<Compile Include="UI\Widgets\ScrollPool\ScrollPool.cs" />
<Compile Include="UI\Widgets\ScrollPool\UIExtensions.cs" />
<Compile Include="UI\Widgets\InputFieldScroller.cs" />