UnityExplorer/src/UI/Inspectors/IValues/InteractiveList.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;
using UnityExplorer.UI.Inspectors.CacheObject;
using UnityExplorer.UI.Inspectors.CacheObject.Views;
using UnityExplorer.UI.Utility;
using UnityExplorer.UI.Widgets;
namespace UnityExplorer.UI.Inspectors.IValues
{
// TODO
// - set fallback type from generic arguments
// - handle setting through IList
// - handle il2cpp lists
public class InteractiveList : InteractiveValue, IPoolDataSource<CacheListEntryCell>
{
public override bool CanWrite => base.CanWrite && RefIList != null;
public Type FallbackEntryType;
public IEnumerable RefIEnumerable;
public IList RefIList;
public int ItemCount => values.Count;
private readonly List<object> values = new List<object>();
private readonly List<CacheListEntry> cachedEntries = new List<CacheListEntry>();
public ScrollPool<CacheListEntryCell> ListScrollPool { get; private set; }
public LayoutElement ScrollPoolLayout;
public Text TopLabel;
public override void SetOwner(CacheObjectBase owner)
{
base.SetOwner(owner);
}
public override void ReleaseFromOwner()
{
base.ReleaseFromOwner();
ClearAndRelease();
}
private void ClearAndRelease()
{
values.Clear();
foreach (var entry in cachedEntries)
entry.ReleasePooledObjects();
cachedEntries.Clear();
}
// TODO temp for testing, needs improvement
public override void SetValue(object value)
{
//// TEMP
//if (values.Any())
// ClearAndRelease();
if (value == null)
{
if (values.Any())
ClearAndRelease();
}
else
{
// todo can improve this
var type = value.GetActualType();
if (type.IsGenericType)
FallbackEntryType = type.GetGenericArguments()[0];
else
FallbackEntryType = typeof(object);
CacheEntries(value);
}
TopLabel.text = $"{cachedEntries.Count} entries";
this.ScrollPoolLayout.minHeight = Math.Min(400f, 35f * values.Count);
this.ListScrollPool.Refresh(true, false);
}
private void CacheEntries(object value)
{
RefIEnumerable = value as IEnumerable;
RefIList = value as IList;
if (RefIEnumerable == null)
{
// todo il2cpp ...?
}
values.Clear();
int idx = 0;
foreach (var entry in RefIEnumerable)
{
values.Add(entry);
// If list count increased, create new cache entries
CacheListEntry cache;
if (idx >= cachedEntries.Count)
{
cache = new CacheListEntry();
cache.SetListOwner(this, idx);
cachedEntries.Add(cache);
}
else
cache = cachedEntries[idx];
cache.Initialize(this.FallbackEntryType);
cache.SetValueFromSource(entry);
idx++;
}
// Remove excess cached entries if list count decreased
if (cachedEntries.Count > values.Count)
{
for (int i = cachedEntries.Count - 1; i >= values.Count; i--)
{
var cache = cachedEntries[i];
if (cache.CellView != null)
{
cache.CellView.Occupant = null;
cache.CellView = null;
}
cache.ReleasePooledObjects();
cachedEntries.RemoveAt(i);
}
}
}
// List entry scroll pool
public void OnCellBorrowed(CacheListEntryCell cell)
{
cell.ListOwner = this;
}
public void SetCell(CacheListEntryCell cell, int index)
{
if (index < 0 || index >= cachedEntries.Count)
{
if (cell.Occupant != null)
{
cell.Occupant.CellView = null;
cell.Occupant = null;
}
cell.Disable();
return;
}
var entry = cachedEntries[index];
if (entry != cell.Occupant)
{
if (cell.Occupant != null)
{
cell.Occupant.HideIValue();
cell.Occupant.CellView = null;
cell.Occupant = null;
}
cell.Occupant = entry;
entry.CellView = cell;
}
entry.SetCell(cell);
}
public override GameObject CreateContent(GameObject parent)
{
UIRoot = UIFactory.CreateVerticalGroup(parent, "InteractiveList", true, true, true, true, 2, new Vector4(4, 4, 4, 4),
new Color(0.05f, 0.05f, 0.05f));
UIFactory.SetLayoutElement(UIRoot, flexibleWidth: 9999, minHeight: 25, flexibleHeight: 600);
// Entries label
TopLabel = UIFactory.CreateLabel(UIRoot, "EntryLabel", "not set", TextAnchor.MiddleLeft);
// entry scroll pool
ListScrollPool = UIFactory.CreateScrollPool<CacheListEntryCell>(UIRoot, "EntryList", out GameObject scrollObj,
out GameObject _, new Color(0.09f, 0.09f, 0.09f));
UIFactory.SetLayoutElement(scrollObj, minHeight: 25, flexibleHeight: 0);
ListScrollPool.Initialize(this);
ScrollPoolLayout = scrollObj.GetComponent<LayoutElement>();
return UIRoot;
}
}
}