UnityExplorer/src/UI/Widgets/InfiniteScroll/InfiniteScrollRect.cs

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C#
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using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;
using UnityEngine.UI;
namespace UnityExplorer.UI.Widgets.InfiniteScroll
{
public class InfiniteScrollRect : ScrollRect
{
public IListDataSource DataSource;
internal RectTransform PrototypeCell;
internal Slider _slider;
// Cell pool
private float _cellWidth, _cellHeight;
private List<RectTransform> _cellPool;
private List<ICell> _cachedCells;
private Bounds _recyclableViewBounds;
//Temps, Flags
private readonly Vector3[] _corners = new Vector3[4];
private bool _recycling;
private Vector2 _prevAnchoredPos;
//Trackers
internal int currentItemCount; //item count corresponding to the datasource.
internal int topMostCellIndex, bottomMostCellIndex; //Topmost and bottommost cell in the heirarchy
internal int _topMostCellColoumn, _bottomMostCellColoumn; // used for recyling in Grid layout. top-most and bottom-most coloumn
private Vector2 zeroVector = Vector2.zero;
// Flag to keep track of when we are manually setting our slider/scrollrect value directly, to avoid callback loops.
private bool internallySetting = false;
// external sources use this flag, it will stay true until the start of the next frame to prevent our update overwriting it.
public bool ExternallySetting
{
get => externallySetting;
internal set
{
if (externallySetting == value)
return;
timeOfLastExternalSet = Time.time;
externallySetting = true;
}
}
private bool externallySetting;
private float timeOfLastExternalSet;
internal new void Start()
{
// Link up the Slider and ScrollRect onValueChanged to sync them.
_slider = this.GetComponentInChildren<Slider>();
onValueChanged.AddListener((Vector2 val) =>
{
try
{
if (internallySetting || ExternallySetting)
return;
internallySetting = true;
SetSliderFromScrollValue();
internallySetting = false;
}
catch (Exception ex)
{
ExplorerCore.Log(ex);
}
});
_slider.onValueChanged.AddListener((float val) =>
{
if (internallySetting || ExternallySetting)
return;
internallySetting = true;
// Jump to val * count (ie, 0.0 would jump to top, 1.0 would jump to bottom)
var index = Math.Floor(val * DataSource.ItemCount);
JumpToIndex((int)index);
internallySetting = false;
});
}
internal void SetSliderFromScrollValue()
{
// calculate where slider handle should be based on displayed range.
var range = GetDisplayedRange();
int total = DataSource.ItemCount;
var spread = range.y - range.x;
//var orig = _slider.value;
if (spread >= total)
_slider.value = 0f;
else
// top-most displayed index divided by (totalCount - displayedRange)
_slider.value = (float)((decimal)range.x / (decimal)(total - spread));
}
internal void Update()
{
if (externallySetting && timeOfLastExternalSet < Time.time)
externallySetting = false;
}
/// <summary>
/// public API for Initializing when datasource is not set in controller's Awake. Make sure selfInitalize is set to false.
/// </summary>
public void Initialize(IListDataSource dataSource)
{
DataSource = dataSource;
vertical = true;
horizontal = false;
_prevAnchoredPos = base.content.anchoredPosition;
onValueChanged.RemoveListener(OnValueChangedListener);
RuntimeProvider.Instance.StartCoroutine(InitCoroutine(() =>
{
onValueChanged.AddListener(OnValueChangedListener);
}));
}
/// <summary>
/// Added as a listener to the OnValueChanged event of Scroll rect.
/// Recycling entry point for recyling systems.
/// </summary>
/// <param name="direction">scroll direction</param>
internal void OnValueChangedListener(Vector2 normalizedPos)
{
Vector2 dir = base.content.anchoredPosition - _prevAnchoredPos;
m_ContentStartPosition += ProcessValueChange(dir);
_prevAnchoredPos = base.content.anchoredPosition;
}
/// <summary>
///Reloads the data. Call this if a new datasource is assigned.
/// </summary>
public void ReloadData()
{
ReloadData(DataSource);
}
/// <summary>
/// Overloaded ReloadData with dataSource param
///Reloads the data. Call this if a new datasource is assigned.
/// </summary>
public void ReloadData(IListDataSource dataSource)
{
if (onValueChanged == null)
return;
StopMovement();
onValueChanged.RemoveListener(OnValueChangedListener);
DataSource = dataSource;
RuntimeProvider.Instance.StartCoroutine(InitCoroutine(() =>
onValueChanged.AddListener(OnValueChangedListener)
));
_prevAnchoredPos = base.content.anchoredPosition;
}
public void Refresh()
{
if (DataSource == null || _cellPool == null)
return;
int count = DataSource.ItemCount;
if (currentItemCount > count)
currentItemCount = Math.Max(count, _cellPool.Count);
SetRecyclingBounds();
RecycleBottomToTop();
RecycleTopToBottom();
PopulateCells();
RefreshContentSize();
//// Close, but not quite accurate enough to be useful.
//internallySetting = true;
//SetSliderFromScrollValue();
//internallySetting = false;
}
public Vector2 GetDisplayedRange()
{
int max = currentItemCount;
int min = max - _cachedCells.Count;
return new Vector2(min, max);
}
public void JumpToIndex(int index)
{
var realCount = DataSource.ItemCount;
index = Math.Min(index, realCount - 1);
var indexBuffer = (int)(_cachedCells.Count * (1 - (index / (decimal)(realCount - 1))));
currentItemCount = index + indexBuffer;// Math.Max(index + _cachedCells.Count, currentItemCount);
currentItemCount = Math.Max(Math.Min(currentItemCount, realCount), _cachedCells.Count);
Refresh();
var y = 0f;
var displayRange = viewport.rect.height / _cellHeight;
var poolRange = content.rect.height / _cellHeight;
var poolExtra = poolRange - displayRange;
if (index >= realCount - poolExtra)
y = _cellHeight * (index - realCount + poolExtra);
content.anchoredPosition = new Vector2(content.anchoredPosition.x, y);
}
public void PopulateCells()
{
var width = viewport.GetComponent<RectTransform>().rect.width;
content.sizeDelta = new Vector2(width, content.sizeDelta.y);
int cellIndex = topMostCellIndex;
var itemIndex = currentItemCount - _cachedCells.Count;
int iterated = 0;
while (iterated < _cachedCells.Count)
{
var cell = _cachedCells[cellIndex];
cellIndex++;
if (cellIndex < 0)
continue;
if (cellIndex >= _cachedCells.Count)
cellIndex = 0;
DataSource.SetCell(cell, itemIndex);
itemIndex++;
var rect = (cell as Component).GetComponent<RectTransform>();
rect.sizeDelta = new Vector2(width, rect.sizeDelta.y);
iterated++;
}
}
#region RECYCLING INIT
/// <summary>
/// Corotuine for initiazation.
/// Using coroutine for init because few UI stuff requires a frame to update
/// </summary>
/// <param name="onInitialized">callback when init done</param>
/// <returns></returns>>
public IEnumerator InitCoroutine(Action onInitialized)
{
yield return null;
SetTopAnchor(content);
content.anchoredPosition = Vector3.zero;
yield return null;
SetRecyclingBounds();
//Cell Poool
CreateCellPool();
currentItemCount = _cellPool.Count;
topMostCellIndex = 0;
bottomMostCellIndex = _cellPool.Count - 1;
//Set content height according to no of rows
RefreshContentSize();
SetTopAnchor(content);
onInitialized?.Invoke();
}
private void RefreshContentSize()
{
int noOfRows = _cachedCells.Where(it => it.Enabled).Count();
float contentYSize = noOfRows * _cellHeight;
content.sizeDelta = new Vector2(content.sizeDelta.x, contentYSize);
}
/// <summary>
/// Sets the uppper and lower bounds for recycling cells.
/// </summary>
private void SetRecyclingBounds()
{
viewport.GetWorldCorners(_corners);
float threshHold = _cellHeight / 2; //RecyclingThreshold * (_corners[2].y - _corners[0].y);
_recyclableViewBounds.min = new Vector3(_corners[0].x, _corners[0].y - threshHold);
_recyclableViewBounds.max = new Vector3(_corners[2].x, _corners[2].y + threshHold);
}
/// <summary>
/// Creates cell Pool for recycling, Caches ICells
/// </summary>
private void CreateCellPool()
{
//Reseting Pool
if (_cellPool != null)
{
_cellPool.ForEach((RectTransform item) => Destroy(item.gameObject));
_cellPool.Clear();
_cachedCells.Clear();
}
else
{
_cachedCells = new List<ICell>();
_cellPool = new List<RectTransform>();
}
//Set the prototype cell active and set cell anchor as top
PrototypeCell.gameObject.SetActive(true);
SetTopAnchor(PrototypeCell);
//Reset
_topMostCellColoumn = _bottomMostCellColoumn = 0;
//Temps
float currentPoolCoverage = 0;
int poolSize = 0;
float posY = 0;
//set new cell size according to its aspect ratio
_cellWidth = content.rect.width;
_cellHeight = PrototypeCell.rect.height;
//Get the required pool coverage and mininum size for the Cell pool
float requiredCoverage = viewport.rect.height + (_cellHeight * 2);
//create cells untill the Pool area is covered
while (currentPoolCoverage < requiredCoverage)
{
//Instantiate and add to Pool
RectTransform item = Instantiate(PrototypeCell.gameObject).GetComponent<RectTransform>();
item.name = $"Cell_{_cachedCells.Count + 1}";
item.sizeDelta = new Vector2(_cellWidth, _cellHeight);
_cellPool.Add(item);
item.SetParent(content, false);
item.anchoredPosition = new Vector2(0, posY);
posY = item.anchoredPosition.y - item.rect.height;
currentPoolCoverage += item.rect.height;
//Setting data for Cell
_cachedCells.Add(item.GetComponent<ICell>());
DataSource.SetCell(_cachedCells[_cachedCells.Count - 1], poolSize);
//Update the Pool size
poolSize++;
}
//Deactivate prototype cell if it is not a prefab(i.e it's present in scene)
if (PrototypeCell.gameObject.scene.IsValid())
PrototypeCell.gameObject.SetActive(false);
}
#endregion
#region RECYCLING
internal Vector2 LastScroll;
/// <summary>
/// Recyling entry point
/// </summary>
/// <param name="direction">scroll direction </param>
/// <returns></returns>
public Vector2 ProcessValueChange(Vector2 direction)
{
if (_recycling || _cellPool == null || _cellPool.Count == 0) return zeroVector;
//Updating Recyclable view bounds since it can change with resolution changes.
SetRecyclingBounds();
LastScroll = direction;
if (direction.y > 0 && _cellPool[bottomMostCellIndex].MaxY() > _recyclableViewBounds.min.y)
{
return RecycleTopToBottom();
}
else if (direction.y < 0 && _cellPool[topMostCellIndex].MinY() < _recyclableViewBounds.max.y)
{
return RecycleBottomToTop();
}
return zeroVector;
}
/// <summary>
/// Recycles cells from top to bottom in the List heirarchy
/// </summary>
private Vector2 RecycleTopToBottom()
{
_recycling = true;
int n = 0;
float posY;
//to determine if content size needs to be updated
//Recycle until cell at Top is avaiable and current item count smaller than datasource
while (_cellPool[topMostCellIndex].MinY() > _recyclableViewBounds.max.y && currentItemCount < DataSource.ItemCount)
{
//Move top cell to bottom
posY = _cellPool[bottomMostCellIndex].anchoredPosition.y - _cellPool[bottomMostCellIndex].sizeDelta.y;
_cellPool[topMostCellIndex].anchoredPosition = new Vector2(_cellPool[topMostCellIndex].anchoredPosition.x, posY);
//Cell for row at
DataSource.SetCell(_cachedCells[topMostCellIndex], currentItemCount);
//set new indices
bottomMostCellIndex = topMostCellIndex;
topMostCellIndex = (topMostCellIndex + 1) % _cellPool.Count;
currentItemCount++;
n++;
}
//Content anchor position adjustment.
_cellPool.ForEach((RectTransform cell) => cell.anchoredPosition += n * Vector2.up * _cellPool[topMostCellIndex].sizeDelta.y);
content.anchoredPosition -= n * Vector2.up * _cellPool[topMostCellIndex].sizeDelta.y;
_recycling = false;
return -new Vector2(0, n * _cellPool[topMostCellIndex].sizeDelta.y);
}
/// <summary>
/// Recycles cells from bottom to top in the List heirarchy
/// </summary>
private Vector2 RecycleBottomToTop()
{
_recycling = true;
int n = 0;
float posY = 0;
//to determine if content size needs to be updated
//Recycle until cell at bottom is avaiable and current item count is greater than cellpool size
while (_cellPool[bottomMostCellIndex].MaxY() < _recyclableViewBounds.min.y && currentItemCount > _cellPool.Count)
{
//Move bottom cell to top
posY = _cellPool[topMostCellIndex].anchoredPosition.y + _cellPool[topMostCellIndex].sizeDelta.y;
_cellPool[bottomMostCellIndex].anchoredPosition = new Vector2(_cellPool[bottomMostCellIndex].anchoredPosition.x, posY);
n++;
currentItemCount--;
//Cell for row at
DataSource.SetCell(_cachedCells[bottomMostCellIndex], currentItemCount - _cellPool.Count);
//set new indices
topMostCellIndex = bottomMostCellIndex;
bottomMostCellIndex = (bottomMostCellIndex - 1 + _cellPool.Count) % _cellPool.Count;
}
_cellPool.ForEach((RectTransform cell) => cell.anchoredPosition -= n * Vector2.up * _cellPool[topMostCellIndex].sizeDelta.y);
content.anchoredPosition += n * Vector2.up * _cellPool[topMostCellIndex].sizeDelta.y;
_recycling = false;
return new Vector2(0, n * _cellPool[topMostCellIndex].sizeDelta.y);
}
#endregion
#region HELPERS
/// <summary>
/// Anchoring cell and content rect transforms to top preset. Makes repositioning easy.
/// </summary>
/// <param name="rectTransform"></param>
private void SetTopAnchor(RectTransform rectTransform)
{
//Saving to reapply after anchoring. Width and height changes if anchoring is change.
float width = rectTransform.rect.width;
float height = rectTransform.rect.height;
//Setting top anchor
rectTransform.anchorMin = new Vector2(0.5f, 1);
rectTransform.anchorMax = new Vector2(0.5f, 1);
rectTransform.pivot = new Vector2(0.5f, 1);
//Reapply size
rectTransform.sizeDelta = new Vector2(width, height);
}
#endregion
}
}